Trailer
Maaari Mo Ring Magustuhan
KS2 Computing
Year6 Computing
Year1 Computing
Year5 Computing
KS4 Computing
Year8 Computer Science
Kids Songs by CoComelon
CoComelon
Primary 1 English
Alphabet (ABC) Songs by CoComelon
CocoMelon | Little Baby Bum | Blippi - Nursery Rhymes & Kids TV Shows
Learn English With Disney Movies
CoComelon - Happy Holidays
BabyBus | Learning Vehicles Song | Car Songs | Cars for Kids | Nursery Rhymes | Baby Cartoon
The Original CoComelon Alphabet Series
CoComelon For Journeys
Masha and the Bear 📱 Shorts!
ABC Songs for Kids - CoComelon Nursery Rhymes
CoComelon Dance Party | Dance Along & Kids Songs
English lessons for kids - My English teacher
Primary 2 English
Nursery Rhymes by CoComelon
CoComelon Dance Party - Mix
Primary 2 Mathematics
Mga Komento
10 Mga Komento
In this lesson, we will complete our Tappy Tap App by making the score screen. After this, we will then be given a choice of projects to work on to start building our own apps.
In this lesson, we will explore how user input is captured. We will then start to develop our own apps by decomposing the task into more managable steps.
In this lesson, we will spend time developing our apps further. We will use our decomposed steps and success criteria to help continue with this project.
In this lesson, we will be introduced to the concept of event-driven programming and applying this paradigm to the app that we started to develop in the previous lesson.
In this lesson, we will complete and evaluate our app development project. Once our apps are complete, we will evaluate their success, both against our own criteria and by answering a short set of questions.
In this lesson, we will be introduced to the purpose of the unit: to create a mobile app. Over the next two lessons we will develop our first app together "Tappy Tap App" and start by decomposing the problem, using success criteria to help us do this.
In this lesson, we will explore the prefixes used for measuring size, such as 'kilo-', 'mega-', 'giga-', and 'tera-'. We will revisit digital computing devices using binary digits to represent all information (including programs).
In this lesson, we will build upon using a decimal numbering system, in order to draw analogies with how numbers can be represented using binary. We will convert between binary and decimal.
In this lesson, we will grasp what binary digits are by associating them with familiar sets of symbols such as letters and decimal digits. We will solve simple problems that reinforce the connection between (alphanumeric) information and its binary representation.
In this lesson, we will complete a set of tasks followed by a puzzle activity that utilises conversion between binary and decimal.
