ABSTRACT

The purpose of this chapter is to provide both a practical and a theoretical introduction to using computer programming creatively in the classroom. The ideas presented in the chapter have been tested extensively in classrooms in several countries, and have been successfully adopted in schools. We have found that pupils work most effectively when they have ownership of their work, and the teaching method suggested in the chapter rests on their commitment to completing a short story of their own devising. This teaching and learning model requires the pupils to present their creative work only through computer coding, using Scratch and Python. The chapter introduces the reader to basic computer programming concepts and how to plan a short series of lessons to try out with a class.