# Zum KS3 Programmier-Curriculum passende micro:bit-Aktivitäten

Beispiele für Lehrer, wie micro:bit-Aktivitäten in Block und Python mit dem KS3 Programmier-Curriculum verbunden sind. (KS3 entspricht etwa der Sekundarstufe I - Alter 11 bis 14 Jahre).

KS3 Curriculum Programmier-Konzepte und -Beispiele
Entwerfe, nutzen und bewerten computergestützte Abstraktionen, die den Zustand und das Verhalten realer Probleme und physikalischer Systeme modellieren
• Learn to design a program to show images on the microbit, write an algorithm to achieve a specific goal: Beautiful Image
• Design a program with use of decisions to achieve different goals: Smiley
• Create a compass to be used in the real world: Compass
Understand several key algorithms that reflect computational thinking (for example, ones for sorting and searching); use logical reasoning to compare the utility of alternative algorithms for the same problem
• Learn to design a program to show images on the microbit, write an algorithm to achieve a specific goal: Counter
• Write an algorithm that gives different outputs, define random number variable: Rock Paper Scissors
Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures (for example, lists, tables or arrays); design and develop modular programs that use procedures or functions
• Understand the algorithm including logic and stored data: Magic 8 (blocky)
• Compare alternative programming languages to solve the same problem: Magic 8 (Python)
Understand simple Boolean logic (for example, AND, OR and NOT) and some of its uses in circuits and programming; understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers (for example, binary addition, and conversion between binary and decimal)
• Use if, then, else, elseif to show simple boolean logic: Compass
• Use Boolean logic of several conditions, shake and a number rolled: Die Roll
Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems
Understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds and pictures) can be represented and manipulated digitally, in the form of binary digits
Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users
• Create flashing lights within a made pencil case (the design can be modified once pupils understand the project): Rocket Pencil Case
• Create a device to improve health - based on movement and user requirements. Think about how a "step" is decided, tracking the user moving up a hill or the distance the user has moved: Pedometer