Lesson Four – Button Sequences

This computing teaching pack for Key Stage One gets the children to identify and record some of the different movements that can be made by a programmable toy following sequences of actions.

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

Download this teaching pack including a lesson plan, classroom activities and an interactive presentation to teach the children to identify and record some of the different movements that can be made by a programmable toy following sequences of actions

Activities in this teaching pack include display posters to identify outputs that can result from sequences of inputs using a programmable toy and templates to help select and record sequences of inputs that can be used to move a programmable toy to match different actions and events.

The interactive presentation gets the children to explore some of the movements that can be made by a programmable toy following sequences of actions.

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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