This module will guide teachers through introducing students to the world of microbit programming.
The whole first lesson, as your class sees it. No sign-in needed.

Everything a teacher needs to teach Exploring Micro:bit Programming this year.
The whole books come with the course, in each class's Resources.
Every lesson is mapped to the specification. This course teaches 0 of the 42 outcomes for this class.
Tap any outcome to read it. The coloured ones are taught in this course. The curriculum does not include official reference codes for individual learning outcomes, so we have assigned a code scheme to make it easier to identify and track coverage.
9 lessons in 3 modules. The lesson marked Sample opens in full.
This module offers a comprehensive introduction to programming with pocket-sized computers. Through hands-on lessons, students will explore project creation, code editing, and interactive applications such as displaying messages, creating a step counter, building a reaction timer, and designing a guessing game, fostering foundational coding skills and creativity.
This module offers hands-on experience in developing interactive projects using Microbit and Scratch. Students will create engaging games and functional tools, including a paddle ball game, a compass and thermometer, a secure voting system, and a dynamic chase game, enhancing their coding and problem-solving skills through practical application.
This module guides students through the process of creating and presenting a unique technology project. It covers essential steps such as planning, coding, debugging, and finalising their work with precision. Students will develop practical skills and gain hands-on experience, with the option to implement their project on a physical device.
This module will guide teachers through introducing students to the world of microbit programming. Teachers will facilitate students in creating various projects, from a simple step counter to a voting system. Each lesson provides hands-on experience with coding, fostering students' problem-solving and critical thinking skills. Teachers should be prepared to assist with coding and troubleshooting, and encourage students to experiment and explore the capabilities of microbits. The module culminates in a showcase, allowing students to present their projects and reflect on their learning journey.
The NCCA guidelines give teachers significant flexibility in designing and delivering Transition Year modules, allowing them to tailor them to their school's context and students' needs. Our coding and digital skills TY modules are each designed for 8-10 week rotations, typically involving approximately 10 classroom hours of student engagement, which can be integrated into the TY programme as standalone units or combined with other components. Schools may adapt the modules, including teaching approaches and school-based assessments such as portfolios or projects, to reflect specific learning priorities and align with the broader aims of the TY Programme Statement.
Used in some of the lessons. Students can share in groups of two or three.
This module is one of 10 Transition Year modules you can combine into a complete Year-Long TY Digital Skills Programme, shaped around your timetable and the students in front of you.
Run the same pathway for every student, or set different pathways for different groups. Students also get access to the modules they're not doing in class, which is ideal for the keen ones who finish early or want to explore further on their own time.
Prefer a deeper tech focus? Swap in Advanced Coding or Robotics and Automation. Each module is 10 to 16 lessons of 40-60 minutes, leaving room for school events, mid-terms and everything else TY throws at you.
Get in touch to discuss pricing and ordering for your school.
Back to Transition Year courses