Computing: Programming with ScratchJr: Time to Move Year 1 Lesson Pack 3

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Computing: Programming with ScratchJr: Time to Move Year 1 Lesson Pack 3
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  • Twinkl

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Continuing with ScratchJr, this lesson guides children in programming a character to move. Using cars or bikes, as they progress they can create code for the objects to move at different speeds or distance.
Computing: Programming with ScratchJr: Time to Move Year 1 Lesson Pack 3 contains:
  • Unit Overview [PDF]
  • Activity Sheet Time to Move Moving Cars [PDF]
  • Activity Sheet Time to Move Moving Cars Editable [DOC]
  • Activity Sheet Time to Move Moving Underwater [PDF]
  • Activity Sheet Time to Move Moving Underwater Editable [DOC]
  • #Lesson Plan Time to Move [PDF]
  • #PlanIt User Guide [PDF]
  • #Success Criteria Grids Time to Move [PDF]
  • Adult Guidance Time to Move [PDF]
  • Lesson Presentation Time to Move [PPT]

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    • Twinkl updated the Main Version on Apr 21st
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