Year 2
Year 2
This unit develops learners’ understanding of instructions in sequences and the use of logical reasoning to predict outcomes. Learners will use given commands in different orders to investigate how the order affects the outcome. They will also learn about design in programming. They will develop artwork and test it for use in a program. They will design algorithms and then test those algorithms as programs and debug them.
Learners will follow instructions given to them and give instructions to others. They will consider the language used to give instructions, and how that language needs to be clear and precise. Learners will combine several instructions into a sequence that can then be issued to another learner to complete. They will then consider a clear and precise set of instructions in relation to an algorithm, and will think about how computers can only follow clear and unambiguous instructions.
To describe a series of instructions as a sequence
I can follow instructions given by someone else
I can choose a series of words that can be enacted as a sequence
I can give clear instructions
Learners will focus on sequences, and consider the importance of the order of instructions within a sequence. They will create sequences using the same instructions in different orders. They will then test these sequences to see how the different orders affect the outcome.
To explain what happens when we change the order of instructions
I can use the same instructions to create different algorithms
I can use an algorithm to program a sequence on a floor robot
I can show the difference in outcomes between two sequences that consist of the same commands
Learners will use logical reasoning to make predictions. They will follow a program step by step and identify what the outcome will be. Note: Learners may need to be encouraged to think through their predictions and understand that they are reasoned decisions rather than guesses.
To use logical reasoning to predict the outcome of a program
I can follow a sequence
I can predict the outcome of a sequence
I can compare my prediction to the program outcome
Learners will design, create, and test a mat for a floor robot. This will introduce the idea that design in programming not only includes code and algorithms, but also artefacts related to the project, such as artwork. Note: The designs in this lesson can be changed to suit a topic or theme that the class is learning about. The ideas included in the slides are examples.
To explain that programming projects can have code and artwork
I can explain the choices I made for my mat design
I can identify different routes around my mat
I can test my mat to make sure that it is usable
Year 2 watched a video and answered a quiz about staying safe on line.
The children then completed a sorting task to help them understand what information we need to keep private when we are online.