Home : Key Stage Two : Computing
Viking Longships
This computing scheme of work for Key Stage Two gets the children to select, combine and adjust different graphic shapes to create the design for a replica Viking longship sail. The class can practise different ways of moving, shading and resizing graphic shapes which can be combined into an illustration of a Viking.
Select, combine and adjust different graphic shapes to create the design that could be used on a replica Viking longship sail
Lesson One : Changing Shapes
Investigate and practise different ways of inserting and adjusting shapes using a graphics software program
Lesson Two : Line Shapes
Practise and record different ways of drawing curved and straight lines as part of a graphic design
Lesson Three : Mixing Shapes
Investigate and illustrate different ways of layering and ordering shapes in a graphic design
Lesson Four : Sail Design
Insert and adjust a range of different shapes to create a design for a Viking Long Ship sail
Lesson Five : Design Edit
Practise changing and editing the design of a graphic shape of a Viking Longship sail
Lesson Six : Sail Presentation
Produce and perform a class presentation to explain reasons for graphic design choices
- Subtraction SportsSolve a range of number problems about different sports by subtracting pairs of three and four digit numbers
- Garden InsectsPractise multiplying two digit numbers by two, four and eight to calculate numbers of insects living in a garden
- AthleticsDevelop and refine different athletic skills in running, throwing and jumping to use when performing and competing in a class athletics competition
- Class GamesCompete in sprinting, throwing and jumping events to develop skills and techniques in athletics