Lesson Three – Button Controls

This computing teaching pack for Key Stage One gets the children to identify and record some of the different outputs that can result when a selection of buttons are pressed on a programmable toy.
The class can describe some of the shapes and symbols that can be displayed on different buttons to match their specific functions to create movements and actions.
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 outputs that can result when a selection of buttons are pressed on a programmable toy
Activities in this teaching pack include display posters to suggest outputs that could result from different inputs when pressing buttons on toys, a vocabulary word bank to help record the functions of different inputs when buttons are pressed on a programmable toy and a template to identify and record the functions of different inputs using a programmable toy.
The interactive presentation gets the children to explore how to record different outputs that can result when buttons are pressed on a programmable toy.
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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