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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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Meaning of visual programming
40 min · 1 practice tasks · quizWhat visual programming is, what a visual programming application is, and how programs already run daily Kenyan life even before Grade 8 writes blocks.
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Types of visual programming applications
40 min · 1 practice tasks · quizThree types to identify: educational, multimedia and video-game visual programming applications, with Kenyan daily examples of each.
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Scratch, MakeCode and Sprite Box
40 min · 1 practice tasks · quizThree named visual programming applications: Scratch for sprites on a stage, MakeCode for micro:bit and arcade, Sprite Box for game-like worlds.
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Feature: input
40 min · 1 practice tasks · quizInput as a feature of visual programming applications: flags, clicks, keys, ask-and-wait and sensors that bring data into the program.
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Feature: processing
40 min · 1 practice tasks · quizProcessing as the thinking middle of a visual program: compare, calculate, set a variable, repeat, decide - not yet shown on the stage.
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Feature: output
40 min · 1 practice tasks · quizOutput as what the user sees or hears: say, move, LED, sound, score - the third IPO feature, completed with a tiny paper or lab stack.
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Effects: sound, animation and background
40 min · 1 practice tasks · quizHow sound, animation and background dress output in a visual program, chosen to serve the problem rather than to explode on every quiz.
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Syntax, coding and coding blocks
40 min · 1 practice tasks · quizThree terms: coding as writing instructions, coding blocks as the pieces, syntax as the grammar that decides what may snap.
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Variables and variable declarations
40 min · 1 practice tasks · quizA variable as a named box, declaring it as making the box, then setting and changing it so a quiz can remember a score.
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Input and output statements
40 min · 1 practice tasks · quizStatements as runnable instructions: ask-and-wait as input, say or show as output, forming a conversation with the user.
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Sequence statements
40 min · 1 practice tasks · quizSequence as the order of instructions: each statement runs next, like a recipe, so swapping two blocks changes the story.
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Repeat and selection statements
40 min · 1 practice tasks · quizRepeating as looping a sequence, selection as choosing a sequence with if-else, using a quiz and a drum practice as Kenyan examples.
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Sequential instructions and why they matter
40 min · 1 practice tasks · quizCreate 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.