These apps show the outcomes that are easily achievable with Espresso Coding:

  • Y1 Catch the fish

    This is an outcome from a simple lesson in Unit 1a. Pupils learn how to make objects move when the program starts up, and how to make objects do different things when they are clicked. Find out more about teaching this lesson

  • Y2 Find Princess Preetha's necklace

    In unit 2b pupils learn how to make one object control another. In this example pupils learn how to make different buttons move Princess Preetha around the screen. Find out more about teaching this lesson

  • Y3 Alien Sequences

    In this unit pupils learn to make things happen in a sequence, creating simple animations and simulations. In this lesson pupils learn how to make a rocket blast off after coding a countdown. Find out more about teaching this lesson

  • Y4 Catch the coconuts

    In this unit pupils learn how computers use variables. They create simple games which use a variable to keep the score. In this example they create a game where a monkey can be moved around to catch different coconuts, adding different values to the score variable. (Use the ‘z’ and ‘x’ keys to move the monkey left and right). Find out more about teaching this lesson

  • Y5/Y6 Plane pop

    As pupils progress through different units in Espresso Coding they have a chance to apply what they have learnt in more open ended lessons. In this example pupils build a game using a number of different concepts, including variables and changing an object's parameters to create a more advanced game. (Use the ‘a’ and ‘z’ keys to make the plane fly up or down. Try to pop the balloons by flying into them).

  • Y5/Y6 Don't feed the birds

    This is another example of an open ended task. In this game pupils combine together the use of random number, variables and code to change an object's parameters to create a more advanced game.