Action Algorithms!

About this unit:

Get up and moving as you apply the concept of algorithms and instructions to a variety of contexts, both digital and analogue (e.g. operating a crane, recipes and dance routines).  A fun unplugged unit with lots of possible cross-curricular links.

National Curriculum Links - Computing KS1

The content of this plan cover the following National Curriculum strands: 

  • understand what algorithms are, how they are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions
  • create and debug simple programs

Curriculum Mapping

Why this? What does it build on?

This unit focuses on what algorithms are and how we can create precise sequences of instructions in different contexts. It supports all of the future computer science learning that the students will experience and should begin to give them an understanding of how computers and other devices can be programmed to produce specific outcomes. It should build on sequencing and sorting activities in Early Years.

What comes next?

The unit is followed up by a practical programming unit in Year 1; Programming direction where they will get the chance to create and debug simple algorithms using digital devices and programs. In Year 2 they will take this a little further while learning two new programming languages in Programming with Scratch Jr and Programming with Logo.

In Key stage 2 they will continue their coding journey and learn about coding concepts such as sequence, selection, repetition in programs, working with variables and various forms of input and output. Our units Animation with Scratch, Getting started with Kodu, Programming Scratch maze games, Kodu sports, Building retro games - pick a project all support this learning, as do LEGO robotics and Getting started with the BBC micro:bit, while also adding in the ability to control physical devices with code.

View our full curriculum map

Take a look at our full curriculum map to see how units across all year groups, from Year 1 to Year 6 link.

Unit Resources

Lesson Slides

Detailed lesson slides for you to use when delivering this unit of work with your class

Unit Assessment Sheet

Use our simple assessment system to measure your students' success in this unit of work.

Lessons

Lesson 1

  • To know what an algorithm is
  • To write an algorithm
  • To use an algorithm
  • To improve an algorithm

This lesson has been taken and adapted from Barefoot Computing. Barefoot resources are made available under Open Government licensing. THE ORIGINAL LESSON PLAN CAN BE FOUND HERE

Lesson 2

  • To know what an algorithm is
  • To write an algorithm for a recipe
  • To understand and explain debugging
  • To be able to debug an algorithm

 

Lesson 3

  • to know what an algorithm is
  • to write an algorithm for sharing
  • to use an algorithm
  • to spot patterns in algorithms

This lesson has been taken and adapted from Barefoot Computing. Barefoot resources are made available under Open Government licensing. THE ORIGINAL LESSON PLAN CAN BE FOUND HERE

Lesson 4

  • To know what an algorithm is
  • To write an algorithm
  • To use an algorithm
  • To improve an algorithm

Lesson 5

  • To know what an algorithm is
  • To write an algorithm for an action sequence
  • To understand that computers follow programming languages or ‘code’

Lesson 6

  • To know what an algorithm is
  • To write an algorithm for a dance routine
  • To give clear, unambiguous instructions

Full Computing Glossary

Take a look at our full computing glossary, plus key vocabulary for each age group.

Key computing vocabulary for this unit

Algorithm – an unambiguous procedure or precise step-by-step guide to solve a problem or achieve a particular objective. A set of instructions for achieving a goal or solving a problem.

Command – a step or line of programming.

Condition - a programming rule to dictate when something in a program will happen. Sometimes referred to as an If-Then statement, because IF a condition is met, THEN an action is performed.

Control – using computers to move or otherwise change ‘physical’ systems. The computer can be hidden inside the system or connected to it.

Debug – to detect and correct the errors in a computer program.

Decomposition - Breaking a problem down into smaller parts (a computational thinking concept)

Execute – to follow a series of instructions. The computer or robot follows the instructions in order to complete the program.

Logic - Predicting and analysing. Computational logic is used to allow a program to decide what to do and when. For example you may write code that says: “When the user clicks this button, perform this calculation.”

Logical reasoning – a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.

Program - (verb)  To give a series of instructions to a machine so that it will perform a task automatically

Repetition (Also referred to as a ‘Loop’) – a programming construct in which one or more instructions are repeated, perhaps a certain number of times, until a condition is satisfied or until the program is stopped.

Selection – ‘when things happen’ - A programming construct in which the instructions that are executed are determined by whether a particular condition is met. A question is asked, and depending on the answer, the program chooses between two or more possible courses of action.

Sequence – to place programming instructions in order, with each executed one after the other.

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