Tuesday 13 December 2016

Friday 25 November 2016

Logo for Year 7

Click Here to Open up Logo

Now create a square and a rectangle

In groups, work out the correct syntax for a variety of shapes



Have a go at creating basic shapes, looking at what happens if you alter the variables. 

Make a Square, Rectangle and a Triangle

How about a Octagon or Hexagon

Printscreen these shapes into Word

EXTENSION

Use these link for more advanced sequencing instructions 

http://learn.code.org/s/1/level/35

and then this

https://studio.code.org/s/mc/stage/1/puzzle/1


Monday 21 November 2016

Cover for M Knight 21/11/2016


The school has a CEOP inspection today looking at eSafety provision for all students

Based on your experiences write a Scheme of Work or draw an informationgraphic for each year group

Things to consider


  • Esafety in school
  • eSafety at home
  • Apps
  • Mobile Phones
  • PEGI
  • File Sharing
  • Gaming
  • WiFi Sensoring
  • Parent Training


Each term each Year group need an hours lesson with a starter main learning activity and a Plenary

What should be taught to who in what order?

What is new that needs covering?

What is out of date and no longer needs covering?

Can you link to real life case studies?

What do you wish had been covered in your eSafety lessons?

Monday 19 September 2016

eSafety September 2016

E-safety - Digital Footprints

Due to the development and expansion of the use of ICT, and particularly the internet and social networking, pupils will develop skills to ensure safety and appropriate use in and outside of school. Through the delivery of Wildern's own and National safety resources, pupils are made aware of the dangers of social networking, e-safety and Wildern’s Safe Use Policy, keeping safe online and identity theft, computer security and cyber bullying. Pupils are encouraged to share this safe practice with friends and family.








Children’s Rights and Responsibilities This scheme contains all of or part of the following articles 1, 2, 3, 13, 15, 17, 18, 24, 27, 28, 29

Year 7

Lesson 1



Year 8,9,10,11



Alternative videos

CBBC - Horrible History video

NetSafety Blog -  Digital Footprints
ThinkuKnow - Consequences


Useful links

Story - Footballer's transfer cancelled
Quiz - Do you know how secure your mobile is?
Kidsmart - Digital Footprint advice
Thinkuknow  - Digital Footprint advice
Password - Check your password

Monday 12 September 2016

Monday 18 July 2016

End of term things to do



COVER COVER COVER COVER COVER 

Hello everyone sorry I am missing your lesson today.



COVER COVER COVER COVER COVER 

Please work through the various Computer Science games below  




COVER COVER COVER COVER COVER 


Computer Science Revision

Friday 1 July 2016

Year 7 Cover Kodu Challenges


Kodu Challenge 1

Create a basic world in Kodu, which has a few trees and objects. 5-7 mins. Save it, give it a sensible name.

Kodu Challenge 2

Add walls and roads to your world. Save it again. 5-7 minutes

Kodu Challenge 3


Add an invisible path (which will be later used for controlling a character). Save your game.

Kodu Challenge 4

Add an enemy character to this invisible path, programme the character to follow the path automatically and set a speed of your choice. Save your game.

Kodu Challenge 5


Add another path to your game character to your game, add a character who will be your main player. Programme this main character to follow the path using the arrow keys. Save your game.

Kodu Challenge 6


Programme the ‘enemy’ character to shoot at the main character as he moves along the path. Frequency is your choice. Save your game.

Extension Challenge

Experiment with World Settings and changing variables. Save your game.

KODU Evidence

Python with Turtles

A visual introduction to code using the Python programming language and Turtles.




Thursday 30 June 2016

Human Interface Design



Learning Outcome

The aim of this activity is to raise awareness of human interface design issues. 


Because we live in a world where poor design is rife, we have become accustomed (resigned?) to putting up with problems caused by the artifacts we interact with, blaming ourselves (“human error,” “inadequate training,” “it’s too complicated for me”) instead of attributing the problems to flawed design. 

The issue is greatly heightened by computers because they have no obvious purpose—indeed, they are completely general purpose—and their appearance gives no clues about what they are for nor how to operate them. 





Problem 1

The first problem the Oompa-Loompas face is getting through the doors carrying steaming buckets of liquid chocolate.

They cannot remember whether to push or pull the doors to open them, or slide them to one side.

Consequently they end up banging into each other and spilling sticky chocolate all over the place.


Affordances: Chair, Table handle what about a PC?

Doors are very simple objects. Complex things may need explaining, but simple things should not. When simple objects need pictures, labels, or instructions, then design has failed


Problem 2

The pots containing different kinds of chocolate have to cook at different temperatures. In the old chocolate factory the stoves were as shown below.  The Oompa-Loompas were always making mistakes, cooking the chocolate at the wrong temperature, and burning their sleeves when reaching across the elements to adjust the controls.



Natural mapping: Physical Analogies

They are easily learned and always remembered.



Problem 3

The factory is full of conveyor belts carrying pots of half-made chocolate in various stages of completion. These conveyor belts are controlled manually by Oompa-Loompas, on instructions from a central control room. 

The people in the control room need to be able to tell the Oompa-Loompa to stop the conveyor belt, or slow it down, or start it up again. In the old factory this was done with a voice system: the control room person’s voice came out of a loudspeaker by the conveyor belt controls. But the factory was noisy and it was hard to hear.

Develop a Traffic light system?


Transfer effects—people transfer their learning and expectations of previous objects into new but similar situations


Problem 4

When one shift of Oompa-Loompas finishes work in the chocolate factory, they must clean up and put away pots and pans and jugs and spoons and stirrers ready for the next shift. 

There is a cupboard with shelves for them to put articles on, but the next shift always has trouble finding where things have been put away. Oompa-Loompas are very bad at remembering things and have trouble with rules like “always put the pots on the middle shelf,” “put the jugs to the left.” 



Visible constraints - make it obvious where everything is supposed to go.

Problem 5

In the main control room of the chocolate factory there are a lot of buttons and levers and switches that operate the individual machines. 

These need to be labeled, but because the Oompa-Loompas can’t read, the labels have to be pictorial—iconic—rather than linguistic.


Wednesday 29 June 2016

CiDA Website Template for eportfolio

DA204 SPB0915

Future Worlds

Name: Joe Bloggs

Candidate Number: 2345

Centre: Wildern School 52843



Development

Click here to see my Game Overview

Click here to see Evidence of my Moodboard

Click here to see my Storyboards

Click here to see my Assets Table

Click here to see my Test Log



Game

Click here to see my Final Game

Click here to see my Instructions

Click here to see my Game Promo

Click here to see my Game Review

Tuesday 28 June 2016

Gamemaker Development things to be completed

Make sure you are working on the following:

Update your blog at the start of the lesson what you are doing today and at the end what you did and what you need to do next lesson?


Update your Testing log three times a lesson!  Everytime you play your game you are testing it and should therefore put it on your testing log don't forget to snip a photo.


Save your game at least three times a lesson as a different verison!


Areas you need to work on?

  • Sprites (Are they like what you said on your moodboard)
  • Rewards (Coins, Keys etc)
  • Backgrounds (Do they link to your storyboards)
  • Levels (at least 5)
  • Sounds background and effects 
  • Instructions (Press F1 in your game to see yours. Complete your user instructions. Make sure that they are comprehensive and clear. Check that the language is appropriate for your target audience.)
  • Loading Image (This is what you see whilst your game loads, should not be the Gamemaker Logo)
  • Game Icon (Your company icon or an icon for your game not the gamemaker one)
  • Full Screen play
  • Record feedback from anyone that tests your game on your testing log
  • Update your assets table.

Sunday 19 June 2016

Kodu: Lesson 2 - Terrain and Control


Understand how to use the terrain tools and control character’s movement using Kodu Game Lab






Launch Kodu from All Programs > ICT and Business > Kodu Game Lab

Task 1Create a world in Kodu

Task 2Adding Objects

Task 3Programming Objects



Task 4Adding Game-play 





1. Create a folder in your Sites > ICT > Unit 2>  called Kodu
2. Save and Export your game






Complete Task 1 in your Unit 2 HomeStudy Booklet

Due: Next ICT Lesson

Monday 13 June 2016

Stop Cyberbullying Day #SCD2016

STOP CYBERBULLYING DAY - 17th June 2016



Stop Cyberbullying Day takes place on Friday 17th June. To support this pupils at Wildern will be making an animation that gives a cyberbullying message. 

This is a competition and the best ones will be sent to Miss James.




Alternative Cyberbullying videos







Thursday 26 May 2016

BUILD IT – DEVELOPMENT


Start to build your game using your designs to help you. Use a development log to record problems, outcomes of functionality and usability testing, and actions taken.
 Create a development log. You should update it regularly during development.

Test each part of your game as you develop it.

Ask game testers to play a prototype of your game and give you feedback.

 Save the final version of your game.


Resource 1 - Click here to download the Development Log Section A  - Formative Testing
Resource 2 - Click here to download the Development Log Section B  - User Feedback
Resource 3 - Click here to download the Development Log Section C  - Teacher Comments
Resource 4 - Click here to download the Development Log Section D  - Design Changes

Friday 20 May 2016

ICT Skills - MS Word

Learning Objective: 

Develop Word Processing skills using Microsoft Word


Starter

In partners, or on your own, look at the text on the sheet.(pictured below)


How could you make this clearer for the reader you use?
Think about SPAG, fonts, sizes.    

1. Circle the areas you would change in the text above.    
2. Make a note in the margin what would you do to change the areas you have circled.


Main


Task 1

Go to classroom.google.com and find 
your class name.


Task 2
Start a New Word file.

Open up the assignment HERE and work through the sheet to create a document about you.(There are paper copies of the worksheet if needed.)





REMEMBER: 3B4ME
You must ask a friend first if you are unsure of how to do something, then ask another class mate, then check your teacher's blog before you ask a teacher.



Plenary

Share your About Me document with a friend and ask 2 questions:
 - What do you like about it?
 - Is there anything I could change to improve it? 

Thursday 12 May 2016

CS Keywords Quiz



Download and save BOTH files below in to the same folder.
Run the python program to start the quiz.

Python File - HERE
Keywords .csv - HERE