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Programming 1: Commands unplugged
Developing an understanding of commands and instructions in programming through unplugged activities.
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Programming 1: Commands unplugged
Unit outcomes
Pupils who are secure will be able to:
- Describe what a command is and what it does.
- Recall the key rules a command must follow.
- Give examples of commands from their life.
- Follow commands and instructions given by others
- Describe that instructions are made of commands that must be in the correct order.
- Create correct commands for others to follow.
- Order commands to create clear instructions.
- Recognise and fix errors in commands so instructions work correctly.
- Check and share instructions so others can follow them.
Suggested prior learning
Programming 2: Programming Bee-Bots
Get startedLessons
Lesson 1: Command games
- To explore commands through games.
Lesson 2: Computing commands
- To design commands for others to follow.
Lesson 3: Following instructions
- To explore the order and structure of instructions through play.
Lesson 4: Creating instructions
- To create ordered, precise instructions that complete a task.
Lesson 5: Fixing instructions
- To fix instructions by using logical thinking.
Related content
Resources
Unit resources
Computing
Knowledge organiser – Computing Y1: Programming 1: Commands unplugged
Aimed at pupils, a single page providing key facts and definitions from the unit 'Commands unplugged'.
Computing
Vocabulary display – Computing Y1: Programming 1: Commands unplugged
A display version of the vocabulary from the unit 'Command unplugged'.
Cross-curricular opportunities
Art.
English: Spoken language.
British values: Mutual respect.