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Stoneyholme Community Primary School

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Friday

EYFS

Fisher-Price Code-a-Pillar 

Sequencing & Early Coding

Learning objectives

Children understand that instructions can be given in a specific order to make something happen.

Children can use directional language (e.g. forward, turn, stop).

Children can work collaboratively to plan and test a sequence of movements.

 

Key Vocabulary

code, sequence, forward, turn, start, stop, direction, instruction, program, test, robot

Year 6

Introducing variables

Variables in games

Learning objectives

To define a ‘variable’ as something that is changeable

I can identify examples of information that is variable

I can explain that the way a variable changes can be defined

I can identify that variables can hold numbers or letters

Key vocabulary

Variable, change, name, value

 

Presentation