Year One / Two
We have provided three detailed lesson plans, each designed as a starting point for a series of lessons. Children new to coding, whether at year 1 or year 2, will need to work through the basics, starting with lesson 1. Year 2 children should be able to move through the first two lessons much more quickly.
At the end of each lesson plan there are suggestions for further activities. It will help the children's learning experience if they are given plenty of time for consolidation before moving on to the next lesson plan. J2Code is designed to be open ended rather than prescriptive in order to encourage children's creativity.
The videos are a quick and convenient way for the teacher to learn how the software works. These may be shared with the children if desired. The pupil examples are designed to motivate the children and inspire them to code. The templates are an easy way for the children to begin their tasks.
The computing programmes of study introduce a lot of new technical vocabulary that the children need to become familiar with. We have included a glossary for your reference. There is also a link to this in each lesson plan.
There are additional resources accessible from the J2Code landing page.
Learning objectives
- To know that an algorithm is a set of instructions.
- To create simple algorithms to make a rocket move.
Learning outcomes
All children: will make the rocket move to a planet.
Most children: will make the rocket move to each planet.
Some children: will move 2 or more rockets simultaneously.
Learning objectives
- To create an algorithm in advanced mode.
- To debug code.
Learning outcomes
All children: will make a sprite move using advanced mode.
Most children: debug an algorithm by moving the code around.
Some children: create an algorithm for making multiple sharks chase a rowing boat.
Learning objectives
- To understand how block coding works.
- To program a simple algorithm.
Learning outcomes
All children: move the rocket around the screen using move and turn blocks.
Most children: move the rocket to the moon and back to the starting point, using move and turn blocks.
Some children: make the rocket repeat its actions using the repeat block.
Year One / Two
We have provided three detailed lesson plans, each designed as a starting point for a series of lessons. Children new to coding, whether at year 1 or year 2, will need to work through the basics, starting with lesson 1. Year 2 children should be able to move through the first two lessons much more quickly.
At the end of each lesson plan there are suggestions for further activities. It will help the children's learning experience if they are given plenty of time for consolidation before moving on to the next lesson plan. J2Code is designed to be open ended rather than prescriptive in order to encourage children's creativity.
The videos are a quick and convenient way for the teacher to learn how the software works. These may be shared with the children if desired. The pupil examples are designed to motivate the children and inspire them to code. The templates are an easy way for the children to begin their tasks.
The computing programmes of study introduce a lot of new technical vocabulary that the children need to become familiar with. We have included a glossary for your reference. There is also a link to this in each lesson plan.
There are additional resources accessible from the J2Code landing page.
Learning objectives
- To know that an algorithm is a set of instructions.
- To create simple algorithms to make a rocket move.
Learning outcomes
All children: will make the rocket move to a planet.
Most children: will make the rocket move to each planet.
Some children: will move 2 or more rockets simultaneously.
Learning objectives
- To create an algorithm in advanced mode.
- To debug code.
Learning outcomes
All children: will make a sprite move using advanced mode.
Most children: debug an algorithm by moving the code around.
Some children: create an algorithm for making multiple sharks chase a rowing boat.
Learning objectives
- To understand how block coding works.
- To program a simple algorithm.
Learning outcomes
All children: move the rocket around the screen using move and turn blocks.
Most children: move the rocket to the moon and back to the starting point, using move and turn blocks.
Some children: make the rocket repeat its actions using the repeat block.
Year Three / Four
We have provided three detailed lesson plans, each designed as a starting point for a series of lessons. Children new to coding, whether at year 3 or year 4, may need to work from lesson 1 and possibly review work from earlier years. Year 4 children should be able to move through the first two lessons more quickly. At the end of each lesson plan there are suggestions for further activities. It will help the children's learning experience if they are given plenty of time for consolidation before moving on to the next lesson plan. J2Code is designed to be open ended rather than prescriptive in order to encourage children's creativity.
"Logo - getting started" gives children a different, more traditional coding experience and links particularly well to art and maths.
The videos are a quick and convenient way for the teacher to learn how the software works. These may be shared with the children if desired. The pupil examples are designed to motivate the children and inspire them to code. The templates are an easy way for the children to begin their tasks.
The computing programmes of study introduce a lot of new technical vocabulary that the children need to become familiar with. We have included a glossary for your reference. There is also a link to this in each lesson plan.
There are additional resources accessible from the J2Code landing page.
Learning objectives
- To expand the understanding of block coding.
- To create a simple animation.
Learning outcomes
All children: create a simple animation of a sprite.
Most children: animate a second sprite and make the sprites "speak".
Some children: experiment and make their own animations and interactions.
Learning objectives
- To know how to add a condition to a program.
Learning outcomes
All children: will use an "if" block.
Most children: will modify the suggested example to get different results.
Some children: will create their own program.
Learning objectives
- To use co-ordinates including negative numbers to correctly place a sprite.
- To test co-ordinates using "if do else".
Learning outcomes
All children: will move the sprite to different locations and understand how that relates to the grid.
Most children: will write a program to perform a specified action when a sprite is in a specified area.
Some children: will write a program choosing their own actions and areas.
Learning objectives
- To write a simple program that accomplishes a specific goal.
Learning outcomes
All children: will draw a square using a repeat command.
Most children: will experiment with altering variables to draw other regular polygons.
Some children: will write repeat commands and use pen up and pen down to draw multiple shapes.
Year Three / Four
We have provided three detailed lesson plans, each designed as a starting point for a series of lessons. Children new to coding, whether at year 3 or year 4, may need to work from lesson 1 and possibly review work from earlier years. Year 4 children should be able to move through the first two lessons more quickly. At the end of each lesson plan there are suggestions for further activities. It will help the children's learning experience if they are given plenty of time for consolidation before moving on to the next lesson plan. J2Code is designed to be open ended rather than prescriptive in order to encourage children's creativity.
"Logo - getting started" gives children a different, more traditional coding experience and links particularly well to art and maths.
The videos are a quick and convenient way for the teacher to learn how the software works. These may be shared with the children if desired. The pupil examples are designed to motivate the children and inspire them to code. The templates are an easy way for the children to begin their tasks.
The computing programmes of study introduce a lot of new technical vocabulary that the children need to become familiar with. We have included a glossary for your reference. There is also a link to this in each lesson plan.
There are additional resources accessible from the J2Code landing page.
Learning objectives
- To expand the understanding of block coding.
- To create a simple animation.
Learning outcomes
All children: create a simple animation of a sprite.
Most children: animate a second sprite and make the sprites "speak".
Some children: experiment and make their own animations and interactions.
Learning objectives
- To know how to add a condition to a program.
Learning outcomes
All children: will use an "if" block.
Most children: will modify the suggested example to get different results.
Some children: will create their own program.
Learning objectives
- To use co-ordinates including negative numbers to correctly place a sprite.
- To test co-ordinates using "if do else".
Learning outcomes
All children: will move the sprite to different locations and understand how that relates to the grid.
Most children: will write a program to perform a specified action when a sprite is in a specified area.
Some children: will write a program choosing their own actions and areas.
Learning objectives
- To write a simple program that accomplishes a specific goal.
Learning outcomes
All children: will draw a square using a repeat command.
Most children: will experiment with altering variables to draw other regular polygons.
Some children: will write repeat commands and use pen up and pen down to draw multiple shapes.
Year Five / Six
We have provided three detailed lesson plans, each designed as a starting point for a series of lessons. Children new to coding, whether at year 5 or year 6, may need to work from lesson 1 and possibly review work from earlier years.Year 6 children should be able to move through the first two lessons more quickly. J2Code is designed to be open ended rather than prescriptive in order to encourage children's creativity.
"Logo - advanced" gives children a different, more traditional coding experience and links particularly well to art and maths.
The videos are a quick and convenient way for the teacher to learn how the software works. These may be shared with the children if desired. The pupil examples are designed to motivate the children and inspire them to code. The templates are an easy way for the children to begin their tasks.
The computing programmes of study introduce a lot of new technical vocabulary that the children need to become familiar with. We have included a glossary for your reference. There is also a link to this in each lesson plan.
There are additional resources accessible from the J2Code landing page.
Learning objectives
- To use "if do else" to create a simple game.
- To detect and correct errors in their program.
Learning outcomes
All children: will create a set of blocks to park a car.
Most children: make a specified parking game.
Some children: will create their own game using blank car park template.
Learning objectives
- To write a program for younger children that tells a simple story.
- To analyse and explain how an existing program works.
Learning outcomes
All children: will make a simple story with one background and two characters using keyboard input.
Most children: will make a story with more than two characters.
Some children: will make a story with multiple backgrounds and characters.
Learning objectives
- To use variables in the context of a game.
- To analyse and explain how an existing program works.
Learning outcomes
All children: will change how a a variable works in the planet game.
Most children: will use a new variable in the planet game.
Some children: will create their own game using multiple variables.
Learning objectives
- To write and use simple procedures.
Learning outcomes
All children: will write a procedure to draw a window.
Most children: will write multiple procedures to draw a house.
Some children: will design their own procedures to draw geometric pattens.
Year Five / Six
We have provided three detailed lesson plans, each designed as a starting point for a series of lessons. Children new to coding, whether at year 5 or year 6, may need to work from lesson 1 and possibly review work from earlier years.Year 6 children should be able to move through the first two lessons more quickly. J2Code is designed to be open ended rather than prescriptive in order to encourage children's creativity.
"Logo - advanced" gives children a different, more traditional coding experience and links particularly well to art and maths.
The videos are a quick and convenient way for the teacher to learn how the software works. These may be shared with the children if desired. The pupil examples are designed to motivate the children and inspire them to code. The templates are an easy way for the children to begin their tasks.
The computing programmes of study introduce a lot of new technical vocabulary that the children need to become familiar with. We have included a glossary for your reference. There is also a link to this in each lesson plan.
There are additional resources accessible from the J2Code landing page.
Learning objectives
- To use "if do else" to create a simple game.
- To detect and correct errors in their program.
Learning outcomes
All children: will create a set of blocks to park a car.
Most children: make a specified parking game.
Some children: will create their own game using blank car park template.
Learning objectives
- To write a program for younger children that tells a simple story.
- To analyse and explain how an existing program works.
Learning outcomes
All children: will make a simple story with one background and two characters using keyboard input.
Most children: will make a story with more than two characters.
Some children: will make a story with multiple backgrounds and characters.
Learning objectives
- To use variables in the context of a game.
- To analyse and explain how an existing program works.
Learning outcomes
All children: will change how a a variable works in the planet game.
Most children: will use a new variable in the planet game.
Some children: will create their own game using multiple variables.
Learning objectives
- To write and use simple procedures.
Learning outcomes
All children: will write a procedure to draw a window.
Most children: will write multiple procedures to draw a house.
Some children: will design their own procedures to draw geometric pattens.