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Computer programming in key stage 3

Computer programming in key stage 3
Computer programming in key stage 3
This document illustrates how the yearly objectives from the Framework for teaching ICT capability: Years 7, 8 and 9 can be grouped together and taught in a way that promotes and utilises knowledge and understanding of computing. Programming is a core activity of computing because it enables the user to access and release the potential of the computer they are using. Computer programming can be likened to playing chess - although there is a relatively small set of simple rules, it is the strategic and sustained application of those rules that can create interesting games between children or intellectual fights between grand masters. The same with programming, the first applications of the rules can produce the interesting results, fun play on graphics, numbers or words. But, there is no boundary preventing the learner moving all the way to being the grand master of computer programs. Once you can do it, the sky's the limit over what you can make computers do
ICT, computing, school, programming
Computing At School
Woollard, John
85f363e3-9708-4740-acf7-3fe0d1845001
Woollard, John
85f363e3-9708-4740-acf7-3fe0d1845001

Woollard, John (ed.) (2009) Computer programming in key stage 3 Cambridge, UK. Computing At School 45pp.

Record type: Monograph (Project Report)

Abstract

This document illustrates how the yearly objectives from the Framework for teaching ICT capability: Years 7, 8 and 9 can be grouped together and taught in a way that promotes and utilises knowledge and understanding of computing. Programming is a core activity of computing because it enables the user to access and release the potential of the computer they are using. Computer programming can be likened to playing chess - although there is a relatively small set of simple rules, it is the strategic and sustained application of those rules that can create interesting games between children or intellectual fights between grand masters. The same with programming, the first applications of the rules can produce the interesting results, fun play on graphics, numbers or words. But, there is no boundary preventing the learner moving all the way to being the grand master of computer programs. Once you can do it, the sky's the limit over what you can make computers do

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More information

Published date: November 2009
Keywords: ICT, computing, school, programming

Identifiers

Local EPrints ID: 69356
URI: https://eprints.soton.ac.uk/id/eprint/69356
PURE UUID: a6ead51b-f4bb-403d-9bbf-644366d194e1

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Date deposited: 26 Mar 2010
Last modified: 19 Jul 2017 00:12

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Contributors

Editor: John Woollard

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