Predict the outcome of a simple instruction of a beebot
Explain how a simple game works
Year 3
Task
Represent a solution symbolically, create a flowchart for an activity e.g. brushing teeth, preparing breakfast
Give a set of instructions in the wrong order and detect mistakes e.g watering a plant
Year 4
Task
Create a flowchart with a loop (a repeating pattern) e.g traffic lights
Demonstrate how part of a solution might need repetition
Year 5
Task
Set of instructions with a Boolean value e.g yes no true / false answers , either or responses
Year 6
Task
Develop a solution to a problem and demonstrate what would happen if the instructions were in the wrong order e.g. traffic lights
Understand that changing instructions can affect or even terminate a process, e.g. moving instructions around in a program could produce unexpected outcomes or cause the program to fail altogether.