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2.4 Visual Programming

Pre-Technical Studies · Grade 8 · 13 lessons in the design

What this covers

  • Meaning of visual programming and visual programming applications
  • Types of visual programming applications: educational, multimedia and video games
  • Examples: Scratch, Microsoft MakeCode and Sprite Box
  • Features: input, processing, output, sound, animations and background
  • Terms: syntax, variables, input-output statements, coding, coding blocks, sequence, repeating, selection, variable declarations
  • Sequential instructions to solve a problem

What you will be able to do

  • identify types of visual programming applications used in day-to-day life
  • explore the features of visual programming applications in a user environment
  • create instructions to solve problems using visual programming
  • value the importance of visual programming in day-to-day life

Key questions

“How are computer programs used in day-to-day life?”

Lessons

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  1. Meaning of visual programming
    40 min · 1 practice tasks · quiz
    What visual programming is, what a visual programming application is, and how programs already run daily Kenyan life even before Grade 8 writes blocks.
  2. Types of visual programming applications
    40 min · 1 practice tasks · quiz
    Three types to identify: educational, multimedia and video-game visual programming applications, with Kenyan daily examples of each.
  3. Scratch, MakeCode and Sprite Box
    40 min · 1 practice tasks · quiz
    Three named visual programming applications: Scratch for sprites on a stage, MakeCode for micro:bit and arcade, Sprite Box for game-like worlds.
  4. Feature: input
    40 min · 1 practice tasks · quiz
    Input as a feature of visual programming applications: flags, clicks, keys, ask-and-wait and sensors that bring data into the program.
  5. Feature: processing
    40 min · 1 practice tasks · quiz
    Processing as the thinking middle of a visual program: compare, calculate, set a variable, repeat, decide - not yet shown on the stage.
  6. Feature: output
    40 min · 1 practice tasks · quiz
    Output as what the user sees or hears: say, move, LED, sound, score - the third IPO feature, completed with a tiny paper or lab stack.
  7. Effects: sound, animation and background
    40 min · 1 practice tasks · quiz
    How sound, animation and background dress output in a visual program, chosen to serve the problem rather than to explode on every quiz.
  8. Syntax, coding and coding blocks
    40 min · 1 practice tasks · quiz
    Three terms: coding as writing instructions, coding blocks as the pieces, syntax as the grammar that decides what may snap.
  9. Variables and variable declarations
    40 min · 1 practice tasks · quiz
    A variable as a named box, declaring it as making the box, then setting and changing it so a quiz can remember a score.
  10. Input and output statements
    40 min · 1 practice tasks · quiz
    Statements as runnable instructions: ask-and-wait as input, say or show as output, forming a conversation with the user.
  11. Sequence statements
    40 min · 1 practice tasks · quiz
    Sequence as the order of instructions: each statement runs next, like a recipe, so swapping two blocks changes the story.
  12. Repeat and selection statements
    40 min · 1 practice tasks · quiz
    Repeating as looping a sequence, selection as choosing a sequence with if-else, using a quiz and a drum practice as Kenyan examples.
  13. Sequential instructions and why they matter
    40 min · 1 practice tasks · quiz
    Create a two-question quiz sequence a partner could snap, test both paths, and value visual programming because programs already run money, school, stories and games.