Lesson Five – Toy Journeys

This computing teaching pack for Key Stage One gets the children to select and devise a sequence of instructions that can be used to command and move a programmable toy around a route.

The class can identify and describe some of the shapes and symbols that can be displayed on different buttons to match their specific functions for actions and events.

Download this teaching pack including a lesson plan, classroom activities and an interactive presentation to teach the children to select and devise a sequence of instructions that can be used to command and move a programmable toy around a route

Activities in this teaching pack include display posters to identify sequences of inputs required to make different outputs using a programmable toy, a vocabulary word bank to help record the functions of different inputs when buttons are pressed on a programmable toy and a template to list sequences of inputs to control the movement of a programmable toy.

The interactive presentation gets the children to explore how to devise a sequence of instructions to command a programmable toy around a route.

This lesson is part of a computing scheme of work to get the children to select and record sequences of instructions that can be used to control and move a programmable toy along  and around different routes. There are teaching activities for shared learning, differentiated worksheets to support independent learning and interactive presentations to introduce concepts and key skills.

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