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Code Club Guide

Day 5 – Running a Code Club and Linking to DBE Coding and Robotics

This guide supports Day 5 of the DBE Coding and Robotics workshop. It explains what Code Club is, how it fits with the DBE curriculum, and how to set up and run a Code Club at your school.

Prerequisites: Days 1–4 (Scratch, Arduino, Micro:bit experience).
Resources: Code Club projects (e.g. codeclub.org or local/regional partner); DBE curriculum; resources/templates/integration-planning-template.md for action planning.


What is Code Club?

Code Club is a global network of free, volunteer-led after-school (or in-school) coding clubs for young people. In a typical Code Club:

  • Learners follow structured projects (e.g. Scratch, Micro:bit, Python) at their own pace.
  • Facilitators (teachers or volunteers) support rather than teach from the front; they help when learners are stuck and encourage sharing.
  • Sessions are usually 1 hour, once a week, for a set number of weeks (e.g. a term).
  • Aims include building confidence with coding, problem-solving, and creativity, and linking to computing and other subjects.

Why Code Club fits DBE Coding and Robotics:

  • Uses the same tools you have practised: Scratch, Micro:bit (and optionally Arduino in some contexts).
  • Complements formal curriculum: learners get extra time to explore and create.
  • Can be run in school time (e.g. designated “club” period) or after school.
  • Free project materials and guidance are available online.
  • Builds a culture of coding and robotics beyond a single workshop or lesson.

Code Club and the DBE Curriculum

  • Technology / Coding: Algorithms, sequencing, debugging, inputs and outputs – all practised in Code Club projects.
  • Mathematics and Science: Many projects use variables, conditions, and data; some use sensors (Micro:bit) or logic (Scratch).
  • Life Skills / 21st-century skills: Collaboration, persistence, creativity, and problem-solving are central to club sessions.

Code Club does not replace the formal curriculum; it gives learners more hands-on time and choice within a structured set of projects.


Typical Code Club Session (Structure)

A simple structure that works for many clubs:

  1. Welcome (5 min): Greet learners; quick recap of last week or intro to today’s project.
  2. Project time (40–45 min): Learners work through a project (on their own or in pairs). Facilitator circulates, helps when stuck, encourages sharing.
  3. Share (5–10 min): One or two learners show what they made or explain a problem they solved. Celebrate effort and variety.
  4. Wrap-up (2–5 min): Remind of next week; optional “challenge” or extension to try before then.

Tips:

  • Start with one project for everyone (e.g. first Scratch or first Micro:bit project); later you can offer choice.
  • Pairs work well: one computer, two heads; they take turns and help each other.
  • Keep instructions visible (printed or on screen) so learners can refer back.
  • It’s okay not to know every answer; model “let’s find out together” or “who can help?”

How to Set Up a Code Club at Your School

1. Venue and equipment

  • Where: A classroom or lab with tables and power. Enough space for learners to sit at computers or share devices.
  • Equipment: Computers (or tablets where projects support it); internet for Scratch Online and MakeCode. For Micro:bit: Micro:bits, USB cables, optional battery packs. For Scratch-only: no extra hardware needed.
  • Numbers: Start small (e.g. 10–15 learners) so you can manage well; you can grow later.

2. Timing and registration

  • When: After school (e.g. 1 hour once a week) or in a designated “club” slot in the timetable.
  • Who: Decide age/grade (e.g. Grade 4–7 or 8–9). Advertise briefly (poster, assembly, class announcement).
  • Registration: Simple list (name, grade, contact if needed). First-come first-served or short selection if oversubscribed.

3. Roles

  • Facilitator: You (or a colleague) lead the session, welcome learners, and support during project time.
  • Volunteers (optional): Parents, older learners, or community volunteers can help with technical or motivational support. Brief them on “support, don’t do it for them.”
  • School support: Inform school management; get approval for room, time, and any use of equipment. Share successes (e.g. photos, short report) to keep support.

4. Choosing projects

  • Use Code Club project pages (Scratch, Micro:bit, etc.) or similar free, step-by-step resources.
  • Start with projects that match what you did in the workshop (e.g. first Scratch game, first Micro:bit project).
  • Have one “first project” for new joiners and a few “next” projects for those who finish early.
  • Keep links in a shared document or on a poster so learners can continue at home if they have access.

Resources and Where to Find Them

  • Code Club (international): codeclub.org – projects, guides, and community.
  • Local/regional partners: Check if there is a Code Club or coding-in-schools partner in your province or district; they may offer training or materials.
  • Scratch: scratch.mit.edu – create and share projects; use Code Club Scratch projects or your own from Day 1.
  • Micro:bit: makecode.microbit.org – use Code Club Micro:bit projects or Day 4 project templates.
  • DBE curriculum: Use your curriculum documents to align project themes (e.g. “variables” in maths and technology).
  • Action planning: Use resources/templates/integration-planning-template.md to plan how you will use Scratch, Arduino, and Micro:bit in lessons and/or Code Club.

First Code Club Session – Checklist

  • [ ] Venue and time confirmed with school
  • [ ] Computers/devices and internet (and Micro:bits if needed) ready
  • [ ] One “first project” chosen and tested by you
  • [ ] Instructions or link to project available (printed or on screen)
  • [ ] List of registered learners (names, grades)
  • [ ] Welcome and session structure in mind (welcome, project time, share, wrap-up)
  • [ ] Optional: one volunteer or colleague briefed to help
  • [ ] Optional: certificate or small reward for completing first project (to use later)

Linking Back to the Workshop

  • Day 1–2: Scratch and Arduino – use for club projects or as “taster” before moving to Micro:bit.
  • Day 3: Arduino robotics – optional for clubs that have Arduino kits; can be a “special” project.
  • Day 4–5: Micro:bit – ideal for Code Club: low cost, browser-based, many free projects.
  • Day 5 action plan: Decide: Will you run a Code Club? When? Which project will you use first? Who will support? Use the integration template to write this down.

Last updated: For use with DBE Coding and Robotics Curriculum, Day 5.