Year 5 Text-based Programming 

(Teacher notes)

Pupil Activity Code: X297 – What is it?

Progression of skills in this pack
1. Change the variables of text-based commands. (Activity 1)
2. Write text-based commands accurately and use fill effects, stamps and functions. (Activity 2).
3. Write text-based commands to program digital art. (Activity 3)
4. Write text commands/functions to program keyboard inputs in a game. (Activity 4)
5. Programming a Logo turtle to move and use pen (Activity 6, lesson 1 and 2)
6. Use co-ordinates in with a Logo turtle (Activity 5, lesson 3 and 4)
7. Print labels in Logo. (Activity 5, lesson 5)
8. Program a loop (repetition) and shapes in Logo Turtle. (Activity 5, lesson 6 and 7)
9. Program colours in Logo turtle. (Activity 5, lesson 10)
10. Program variables in Logo turtle. (Activity 5, lesson 11)

📝 National Curriculum Content
Use sequence and repetition in programs; work with variables. Correct errors.

⏱ 4-5 hours

Introduction
In the different activities below you are going to be introduced to text-based programming and how it is different to using code blocks (such as Scratch). These activities will prepare pupils for the accuracy required for HTML and Python programming.

👨‍🏫 Teacher input
Watch the video for an introduction to text-based programming with your pupils to introduce the uses of text-based programming and how it differs from the block-based programming they may be use to.

✅ Assessment
The websites used in the first 4 activities below do not have options to save. Therefore pupils could take a screenshot of each completed task and then save it to their work folder or insert it into a Word document etc. Click the links below to learn how to take screenshots on your school devices.
Windows PC
Chromebook
iPad
Mac 

Activity 5 uses Turtle Academy, which is a series of lessons for pupils to learn how to program a turtle to move, draw etc in a program called Logo. It can be accessed without signing in but teachers can also create an account and then set up a teacher account and create a username and password for each pupil so that the website saves their progress and teachers can see which lessons have been completed. Teachers can also assign lessons too. There is information on how to create the account and pupils/classes here by scrolling down. The skills above highlight which lesson the skill is covered in but Turtle Academy can also be used to assess all the skills in this pack. 

Pupil Activity Pack (Teacher view)
1. Write number variables
Watch the video to learn how to use the CodeMonkey website to write text-based commands to complete a series of levels by changing the variable (something that changes, such as a number) to program the car to get to the monkey.

2. Write text-based commands with accuracy, including fill effects, stamps and functions.
Watch the video to learn how to use the BitsBox website to program simple apps using text-based programming. It is really important you type the text correct to make your apps work!

Some of the apps allow you to change parts of the commands to make the apps work differently, so follow the instructions carefully.  The programming language used in this activity is called Javascript, which used to make interactive elements, such as online calendars, quizzes, games or video players.

Use the BitsBox website to create your own app. This video demonstrates how to use stamps and fill effects to program an app icon.

This video demonstrates how to use fill effects and stamps, combined with functions (how a program is interacted with, such as tapping the screen) to program a simple touch screen app.

3. Write text-based commands to program digital art
Watch the video to learn how to use the ArtKano website to write text-based commands to program digital art.

There are many challenges on this website!

4. Write text commands/functions to program keyboard inputs in a game. (Not compatible with iPad/tablet unless using physical keyboard)
Watch the video to learn house text commands/functions to program keyboard inputs to control a sprite in a game. The video covers the first 3 exercises of the Code Monkey Game Builder 

5. Program a turtle in Logo. 
Use the lessons in Turtle Academy to program a turtle to move around the screen, draw shapes and more. Work through the lessons, read the instructions down the left and type the code below the turtle stage. There are also hints to help you. Your teacher may give you a login so that it saves your progress.