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Year 2 - Computing

Programming sequences

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 identify the start of a sequence.

Key Notes

  • A sequence is a set of steps or actions which have a specific order.
  • A sequence has a start and an end.
  • Programs run in a sequence.
  • Programs start with an event.

Vocabulary To Learn

  • sequence: the order in which things happen
  • command: an instruction you use to control something
  • program: a set of ordered commands that can be run by a computer to complete a task

Common Mistakes To Avoid

  • A program will run automatically whenever we require it.

3 Quick Questions (With Answers)

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

A sequence is a set of steps or actions which have a specific order. A sequence has a start and an end.

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

the order in which things happen. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: A program will run automatically whenever we require it. Correction: A program will not run automatically. It needs a specific command or action to start (like clicking the green flag or double clicking on an icon).

More Lessons In This Unit

Browse all guides in the Year 2 Computing guide library.