L1 Lesson plan – Programming – KS4
L1 Lesson plan – Programming – KS4
Lesson 1 - Translators
Lesson 1: Translators
Introduction
In this lesson, learners will be introduced to the notion that humans interpret instructions
differently to computers. This is to help them understand that computers need clear and
precise instructions in order to perform the expected task. Learners will also be taken on
a journey from machine code to high-level languages in order to discover how a
computer interprets instructions.
Learning objectives
● Compare how humans and computers interpret instructions
● Explain the differences between high- and low-level programming languages
● Describe why translators are necessary
● List the differences, benefits, and drawbacks of using a compiler, or an
interpreter
Key vocabulary
Translator, compiler, interpreter, high-level and low-level languages, assembler, execute,
machine code, assembly language, operand, mnemonic
Preparation
Subject knowledge:
You will need an understanding of the history of programming languages and how we
came from writing machine code to high-level languages. You will also need an
understanding of how computers need precise instructions in order to accurately
perform what we want them to do.
Misconceptions:
M18 Programs are interpreted more or less like sentences in natural conversation. The
computer or programming environment is, for practical purposes, able to deduce the
intention of the programmer. It may, for instance, fill in ‘obvious’ missing information
without being told.
M19 The computer/environment does not allow operations that are unreasonable or
pointless.
Optional:
● Vocabulary sheet
Assessment opportunities
The plenary is a ‘true or false’ quiz that can be used to check the recall of some of the
key terms.
Outline plan
Please note that the slide deck labels the activities in the top right-hand corner to help
you navigate the lesson.
will also need a counter. Ask learners to work in pairs and follow the
instructions to guide the counter around the path. Don’t give them any
more instructions and leave them for a few minutes to have a go. They
should find this activity really simple because they will literally be moving
the counter around the path. It is important to note that learners are meant
to find this activity obvious and simple. However, try not to point this out to
them before you reveal the outcome of the Scratch version.
After a few minutes of this activity, open the Scratch file. Before showing
this on your screen, check that only the main instructions are visible (the
same ones as the learner sheet). Show that the Scratch file has been given
the same instructions.
Run the Scratch file to demonstrate that the computer hasn’t done what
the programmer expected. Dig deeper into the code by looking at what is
inside each subroutine (My block).
Go to start <- this places the piece at the start of the path and points it
to the right.
Move forward <- this is the same instruction each time and it will move in
the direction it is pointing in, 160 steps.
Turn right and Turn left <- it is turning, but only by 15 degrees. This
isn’t far enough.
It is important that you take time to read the content on these slides and
familiarise yourself with them. A handout containing all of the information
from the slides has been provided to support learners with the
‘Programming languages’ activity.
A slide is presented with a link to a YouTube video that shows how the
popularity of programming languages has changed over time. Be sure to
increase the speed of this video before playing it to your learners.
Instructions for this can be found in the slide notes.
Homework N/A
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