Programming Direction
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
Why this? What does it build on?
This unit focuses on algorithms, planning and debugging precise sequences of instructions for directions. 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 and any opportunities they have had to experiment with control devices in Early Years. It also builds on the activities and vocabulary from the Year 1 unit Action algorithms.
What comes next?
The unit is followed up in Year 2 with control and programming units Programming with Scratch Jr and Programming with Logo. Both take different approaches to creating algorithms, from block-based sequences to simple written instructions.
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
Suggested Software
- 2Go (from Purple Mash or the 2Simple Collection)
- Blue-Bot App (optional)
- ALEX app (optional)
- Lightbot web or app versions (optional)
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.
Block – a ‘chunk’ of programming or a particular graphic block or piece found in a graphical programming language such as Scratch. Blocks linked together are called a script in Scratch.
Command – a step or line of programming.
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)
Edit - To change, add or remove elements in a piece of work (usually to improve it).
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.
Save - To store a piece of work in a computer’s memory so that it can be recalled at a later time.
Sequence – to place programming instructions in order, with each executed one after the other.
Related units
Programming Direction
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An Introduction to Digital Art
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Action Algorithms
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Making Multimedia Stories
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Exploring Digital Sound
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Exploring Machines We Control
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