Year 2 - Computing
Building blocks to create a sequence
Building sequences in programs
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This pupil-friendly study guide includes a unit summary, clear notes, common mistakes, and quick questions with answers.
Year 2 - Computing
Building sequences in programs
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.
You will learn to create a program that uses event blocks.
An algorithm is a set of instructions that can be turned into a program. Programs can start with the 'start on tap' event.
an input that triggers a block of commands to be run. Add one real device or system example to prove understanding.
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.
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