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Date

Subject

Level Descriptors

Level 3

Plan a sequence of instructions and


present the sequence in a list
Level 6
Independently wrote the pseudocode for
moving the minion around the board
collecting bananas and not apples,
using IF appropriately.

ICT/Computin
g

Teacher

Level 4
Think through the algorithm and use
pseudocode to plan this out allowing the
final format to be read easily before
programming
Level 7
Be able to test the different pseudocode
created, with peer assessment as you are
developing them, reflect on the results and
then improve them

LEARNING OBJECTIVES
Identify the sequence of actions to solve a problem
1

Mrs Jones

Level 5
Analyse and present the algorithm for the task, refine the
sequence by adding the IF question.

Reflect on the pseudocode created to better prepare for


future tasks.
Concept Decision
I have decided to base my introduction on the foundations of
programming ensuring that pseudocode is understood as a
form of preparation to code. This would then be transferable to
any textual coding language

LEARNING OUTCOMES
Pupils will write a list of instructions to solve a problem in pseudocode
ALL

Determine the order of a sequence to correctly solve a


problem

MOST

Pupils will try and add a question with answer within pseudocode

Demonstrate the use of pseudocode to solve a problem

SOME

Pupils will appropriately add all aspects of the question and answer within
pseudocode

Differentiation (SEN,
G&T)

Extension on each activity. Tasks are that each pupil will write the actions and the levels will be determined from the order of the
sequence and the complexity of the questions asked. Scaffolding - focus on breaking the sequence down as a series of instructions
without the IF; fill in the gaps for anyone who needs a starting point to understand pseudocode concept.

ACTIVITIES
Starter 1st Slide looks at the different elements of Mario and explain that each block, character etc is coded to function in a certain
way.
Now look at how do we move Stuart the Minion from one place to another using the powerpoint to demonstrate the movement of the
minion
Introduction to pseudocode LOs, Levels, What is pseudocode intro
Main
1. Group Task Active Learning in Pairs - Using the given cards with a set of instructions put them in order to move Stuart the
Minion around in a square write the answers in the workbook
2. Explain the sequence and checkpoint for keywords
3. Pupils are to look at the problem moving Stuart the Minion around collecting bananas. They are to write the list of instructions in
notepad as a numbered list. Extension can we ask a question? Scaffold fill in the gaps for the pseudocode.
4. Look at solution and introduce adding a question using the IF
5. Pupils are to look at the next problem asking Stuart the Minion to collect the bananas NOT the apples write the list of
pseudocode in notepad using numbers and indent the answers to the questions.
Scaffold pupils who completed the fill the gaps task in first activity now look at adding a question to the bananas.
Extension Add the extra lines of pseudocode using the ELSE and ENDIF within the question
Extension can you think of another addition to the game maybe adding a bad guy or obstacles
Plenary All pupils to receive the self-assessment worksheet In their own words describe what pseudocode is and answer how they
found each task with a decision on the level they think they have achieved in lesson

TIMING
2 minutes
3 minutes
5 minutes
5 minutes
10
minutes
5 minutes
15
minutes

5 minutes

Literacy opportunities
Keywords Programming,
Algorithm and Pseudocode
How this lesson links into further lesson

Numeracy opportunities
Degrees, Movement by
distance/squares

ICT opportunities
Use of notepad to understand the basis for computer
programming language and written forms

This lesson on an introduction to programming introduces pseudocode and could be integrated into a number of pathways and incorporated into the
planning stages of utilising control software, flowol, logo turtle, lego mindstorm, game making, different program code. The use of notepad is a basis
for understanding the platform used for some programming languages i.e. html.

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