Skip to content

Study Hub

Study Guides

This pupil-friendly study guide includes a unit summary, clear notes, common mistakes, and quick questions with answers.

Year 2 - Computing

Building blocks to create a sequence

Building sequences in programs

Unit Summary

In this unit, pupils will begin to understand that sequences of commands have an outcome and will start to make predictions about what these outcomes may be. Pupils will use and modify designs to create their own quiz questions using sequences of code blocks.

Lesson Summary

You will learn to create a program that uses event blocks.

Key Notes

  • An algorithm is a set of instructions that can be turned into a program.
  • Programs can start with the 'start on tap' event.
  • Sequences of blocks must follow an algorithm to create a working program.
  • The say block makes a sprite display text.

Vocabulary To Learn

  • event: an input that triggers a block of commands to be run
  • sprite: a graphic object that can be controlled by a program
  • algorithm: a precise set of ordered steps that can be followed by a human or a computer to complete a task

Common Mistakes To Avoid

  • When the background changes, the sprite will automatically know what to do next.

3 Quick Questions (With Answers)

1. Describe the system or process from this lesson in clear steps.

An algorithm is a set of instructions that can be turned into a program. Programs can start with the 'start on tap' event.

2. Define this computing term and give one practical example. 'event'

an input that triggers a block of commands to be run. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: When the background changes, the sprite will automatically know what to do next. Correction: All of the actions need to be sequenced and tested properly so that the sprite's actions match the background changing.

More Lessons In This Unit

Browse all guides in the Year 2 Computing guide library.