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Lesson Plans/Computing/Year 1/Sequencing Instructions
Year 1ComputingKS1

Sequencing InstructionsYear 1 Lesson Plan

National Curriculum: Computing KS1 — create and debug simple programs; use logical reasoning to predict the behaviour of simple programs

Overview

Pupils deepen their understanding of sequencing by creating and ordering instructions in programming tools such as ScratchJr or Bee-Bot. They learn that the order of instructions matters, practise arranging steps to achieve a specific outcome, and begin to connect the concept of sequencing to real programs running on devices.

Learning Objectives

  • Create a sequence of instructions to achieve a specific goal.
  • Understand that changing the order of instructions changes the outcome.
  • Use a simple programming environment to sequence commands.
  • Predict and test what a sequence of instructions will do.

Key Vocabulary

sequence
Instructions arranged in a specific order
command
A single instruction given to a computer or device
predict
To say what you think will happen before it does
execute
To carry out or run a set of instructions
outcome
The result of running a sequence of instructions
debug
To find and fix a mistake in a sequence of instructions

Suggested Lesson Structure

10m
Warm-up

Human sequencing: give pupils three instruction cards (stand up / clap once / sit down). Arrange them in different orders. What changes? Establish: order matters.

20m
Teaching input

Introduce the programming environment (ScratchJr or Bee-Bot depending on availability). Demonstrate: drag a sequence of movement blocks and press run. Show that moving the blocks changes the path. Narrate your thinking: 'I want the sprite to move right, then down, then right again — so I put the blocks in that order.' Introduce predict → run → observe → adjust cycle.

15m
Guided practice

Pupils use the device/Bee-Bot to sequence a short route from A to B on a printed grid. Teacher calls out a destination; pupils build and test their sequence. Did it work? Why / why not? What will you change?

10m
Independent practice

Pupils choose their own start and end point on a grid and write (or build) a sequence to get there. They record their sequence on a strip of command cards and annotate: what went right, what they had to fix.

5m
Plenary

One pair shares their sequence. Class predicts the outcome before it runs. Then test. Reinforce: computers run sequences exactly — if the sequence is wrong, the outcome is wrong. That is not the computer's fault!

Common Misconceptions

  • Pupils sometimes assume the device will 'know what they mean' — computers execute exactly what they are told, no more.
  • Thinking the first attempt should be perfect — sequencing is an iterative process; changing and re-testing is part of programming.

Prior Knowledge

Pupils should already be able to:

  • Understanding of what an algorithm is from the previous lesson.
  • Experience giving precise instructions unplugged.

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