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


