Creating a 2-level game

During Computing this afternoon, Year 6 Eagles have started to look at programming a 2-level game using Microsoft Kodu. The children really enjoyed the 3D graphics and creating a world with obstacles and missiles.

Mr Baddhan tasked the children to think about objective of the game, whether it should include enemies or missiles to take points off the health bar.

They have started to create the first level and tomorrow will continue to program the second level.

The children put their programming minds to practise using the best combination of code to form the best algorithm.

Our finished emoji databases

This week, Year 6 Eagles have been working on creating emoji databases with at least 10 records that contain information about the new emojis.

Mr Baddhan showed the children how to quickly search for information from their database based on the search criteria. And how information can be sorted and grouped depending on the data within record.

Here are some examples of children’s work.



Lewis G


Creating an emoji database

During Computing this afternoon, Year 6 Eagles learned about databases. The children discussed the various places a database is used and the types of information they hold.

In the next couple of lessons, Eagles will be creating emoji databases based on the new set of emojis. Today, they started to write down questions for their databases and selected 10 new emojis for their records.

Tomorrow the children will be creating their databases in 2Investigate in Purple Mash.

See our completed algebra style maths quiz

During Computing with Mr Baddhan today, Year 6 have continued their understanding of Scratch and started to create a maths quiz with algebra by setting values for a and b. The questions are then generated automatically from the a and b values.

Today, Eagles used ‘pick random number’, ‘set value to’ blocks in their program so the user is prompted with random questions.

Some of the children added sound for the correct answer and a different sound for the incorrect answer.

A new sprite was also introduced to show game over if the user reaches a certain level of scoring.

Joshua B




Worrying things…

Mrs Butterworth and Mrs Johnson took circle time with Year 6 on Thursday afternoon.

The session started with children sharing things that are worrying them.

Then the children discussed more specific topics:

What are the risks to children / what do you think children might be at risk from?
A number of children said, “Being outside for a long time when something could happen to you (there could be people who could hurt you) and no-one would know what had happened.”

Children suggested ways of dealing with this:
• have a phone with you (always ensure it’s charged and you have credit)
• make sure you’re always with someone you
• go into a shop / knock on someone’s door for help.
• run away
• shout for help
• be aware of where you are so you can let someone know.

What should you not do if you someone is being mean to you / threatening you?
• don’t get involved because it’s what they want
• don’t try do anything to them because it could make it worse
• don’t fight them
• don’t threaten them
• don’t try to deal with it yourself, talk to a trusted adult about it
• don’t use anything as a weapon

The children discussed the idea of carrying a weapon further and thought of a range of reasons why it is not something you should do:
• it’s illegal and you can get in trouble for carrying a weapon
• it could seriously injure someone
• the weapon could be used against you
• it could hurt people close to you
• a silly mistake early in your life can have a negative effect in your later life (eg it could stop you getting a job)

Circle times on the theme of personal safety and choices made outside of school will continue next half term.

If Else and variable blocks

During Computing today with Mr Baddhan, Year 6 started to look at the ‘If Else’ blocks and how they can be used in a gaming scenario. The example the children used was a variable as a points score – every time a question was answered correctly, the variable would change by one point. And if the question was answered incorrectly, then the a message would appear incorrect answer.

A variable is a data block which tells the program this will change once programmed.

Tomorrow Year 6 will be creating a Maths times table quiz using some of these blocks.

Persuasive letters

Year 6 have been writing persuasive letters in English and, building on their PSHE lessons, have focussed on the environment. As part of their research they have investigated various ways in which our planet is under threat: plastic pollution, deforestation, air pollution, animal extinction and the volume of rubbish that we produce and don’t recycle. The children have worked hard to use their understanding and specific facts to write persuasive letters explaining that we must work harder to preserve our world.

Properties of 3D shapes

Year 6 have consolidated their understanding of properties of 3D shapes using a range of different representations. They found representing shapes using string challenging but worked well in groups and persevered until they found a solution. Children also used the shapes to secure their understanding of nets and their ability to visualise shapes and nets has improved considerably.