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Westwood Primary School

'If you believe you can do it, you can and you will!'

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Coding

Coding lessons are structured around the PRIMM approach:

  • Predict… what this code will do
  • Run… the code to check your prediction
  • Investigate… trace through the code to see if you were correct
  • Modify... the code to add detail, change actions/outcome
  • Make… a new program that uses the same ideas in a different way -                                 Get creative!

Using PRIMM, classroom activities can be designed that involve predicting the output of code, code comprehension, and gradually making new programs.

This approach helps to promote critical thinking, problem-solving, and creativity in our children across all Key Stages. It also makes Coding a lot of fun!

KS1

In KS1 the children start to explore the basics of coding.
They begin by understanding how to give and take step-by-step instructions using Lego to build specified models.

  

 

 

Then they use Purple Mash Maze Explorers, to extend their learning to create and debug a set of simple instructions (algorithm) using the direction keys to navigate mazes.

 

Then they further progress their learning to understand how to change and extend their algorithms....

 

...... and finally create even longer algorithms for an activity as a challenge for their peers.

 

      

 

Code & Go Robot Mouse

In addition to the coding activities that our children enjoy through Purple Mash, we also give them lots of opportunities to help build problem solving and critical thinking skills through real-world application of these essential 21st-century skills.

They love working with our Robot Mice throughout school, to create and test ever increasingly complex algorithms.

 

     

 

 
         

LKS2

In Lower Key Stage 2 the children extend their coding skills to include using timers, If/Else statements and variables, in Free Code Gibbon.

 

                   

 

 

 

 

      

The children also have the opportunity to enhance their understanding of algorithms and logical reasoning  skills through the use of the 2Logo App.

2Logo is a text-based coding language used to control an on-screen marker to create mathematical patterns.

The children program their marker to write letters and to navigate a series of mazes.

              

 

 

             

UKS2

In Computer Science our children take their coding skills even further, using the Free Code Gorilla app in Purple Mash. They are able to create more complex algorithms whilst understanding how important it is to carefully organise and test their programming as they work, to enable them to debug any errors more easily.

Here they were learning how to create a game in which the character had to catch specific objects whilst avoiding others. 

 

    

 

 

Here the children were simulating a traffic light system. They produced flowcharts to map the changes to the traffic system then used these to program the correct sequence of changes, whilst adding their own visual effects.

    

 

 

Here they were simulating a football game which even included a scoring system!

 

 

In 'Splatty Bug'they had to use a timer, score, selection and variables to create a really fun game for their classmates.

The more complicated simulation, 'Billy's Bedroom' requires our children to create a complex program from which a whole host of different effects are achieved, from an actual 'rocking' Horse to a flying rocket.