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Year 3 - Computing

Sequences

Programming sequence using sound

Unit Summary

This unit explores the concept of sequencing in programming. Pupils will be introduced to a selection of motion, sound, and event blocks which they will use to create their own programs, featuring sequences. Pupils will make a representation of a piano where they will explore sequence through sound.

Lesson Summary

You will learn to explain that programs run sequences, which can be triggered by an event.

Key Notes

  • A sequence is a pattern or process in which one thing follows another.
  • Event blocks are used to trigger a sequence.
  • A scratch project can include multiple sprites which are triggered by different events.
  • A design is a plan to show how something will look or work.

Vocabulary To Learn

  • sequence: the order of commands in a program
  • event: an input which triggers a block of commands to be run
  • design: a plan for what you want your program to do

Common Mistakes To Avoid

  • The order that command blocks are joined together does not make a difference to the outcome.

3 Quick Questions (With Answers)

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

A sequence is a pattern or process in which one thing follows another. Event blocks are used to trigger a sequence.

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

the order of commands in a program. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: The order that command blocks are joined together does not make a difference to the outcome. Correction: The order of a sequence is important. A program will only follow the commands that it is given in the order that they are connected.

More Lessons In This Unit

Browse all guides in the Year 3 Computing guide library.