Pre-programming
Unit Pre-programming
Year level: F-2 Topic: Sequences Time: 7 hours
At the F–2 level, where learning at the pre-programming stage is the expectation, there is no requirement to learn a particular programming language. However, students do learn some basic computational skills such as working out steps and decisions required to solve simple problems. For example, they can instruct a robotic toy to move in a certain direction. The focus at this level is on designing a sequence of steps. Some students may be ready to learn to use a simple visual programming language specifically designed for young children. An app that enables the user to drag and drop programming blocks can be used to create some simple animations.
Flow of Activities
Revisit algorithms
Follow teacher-provided instructions and explore the problem in detail.Create algorithms
Provide instructions to complete a familiar task, or sequence a story or event.Instructing a robotic device
Carry out instructions using a digital system such as a robotic device.Algorithmic thinking
Conduct a longer term project that incorporates algorithmic thinking.Activity Revisit algorithms
Can you follow steps to complete a task?
Australian Curriculum Alignment
- Investigating and defining (ACTDIP004)
What's this about?
Students continue to refine their understanding of algorithms. They should be able to describe, follow and represent algorithms. Typically, algorithms can be represented in text and graphic forms, such as photographs, ‘flowcharts’ and instructional cards.
Learning tasks
- Revisit algorithms by looking at familiar activities or tasks. Identify the steps involved and create instructions for someone to follow. Pair up students and ask each student to read aloud the instructions created by their partner.
- Students see and verbalise algorithmic representations. This is an effective pedagogy for developing students’ understanding of algorithmic thinking. If there are errors in a representation, students can consider together how to change the sequence or instructions so the task can be completed as intended.
Lesson Ideas
Assessment
Design solutions to simple problems using a sequence of steps and decisions.
Suggested approaches may include
- There does not need to be any formal assessment – just formative to address any misunderstandings before they are applied to a specific task.
Activity Create algorithms
How can I design an algorithm for a particular task?
Australian Curriculum Alignment
- Investigating and defining (ACTDIP004)
What's this about?
Students consider the most suitable algorithmic representation for a specific task, such as directions to move an object from one position to another; a sequence of dance steps; or a basketball sequence to move to the goal. Representation options could include ordered photographs, a marked floor grid with directions and steps, a sticky note sequence, or a PowerPoint presentation.
Learning tasks
- Students design an algorithm for a meaningful purpose. For example, the class could imagine that a new student has joined the class. They could create algorithms that show the new student how to find their way to and from locations in the school. Photographs of each location can be incorporated.
- Look for opportunities for students to work with a programming challenge. Have older students design algorithms and represent them for their audience. For example, as a cross-age task, students can design and build a robot and design a way to command the robot to complete a series of tasks.
- Where appropriate, students represent an algorithm that can be carried out by a robotic device.
- Note: Students are not required to use a programming language at this level, but many students are able to issue instructions through a controller.
Lesson Ideas


Assessment
Design solutions to simple problems using a sequence of steps and decisions.
Suggested approaches may include
- Demonstrate two steps or instructions in the algorithm.
- Verbalise some instructions and compare them to the stated algorithm. (This shows understanding by the reader and any errors, if appropriate, by the creator of the algorithm.)
Activity Instructing a robotic device
How can I program a robot?
Australian Curriculum Alignment
What's this about?
A robot needs instructions to know what to do.
Students experienced in using Bee-Bots will know that the programming is input by push buttons.
An Ozobot robot has a visual sensor to gather information about its surroundings. An Ozobot can follow visual commands, which are made up of a series of colours.
Learning tasks
- Explore how Bee-Bot robots work. Using the buttons students can identify the simple user interface and how it works. The Bee-Bots themselves represent hardware that the students are exploring. You can provide meaningful ways to integrate various subject areas as the students program the Bee-Bot.
- Students can create or select visual commands to instruct an Ozobot robot to complete a task. Discuss this robot as a piece of hardware and the fact that it gathers data through sensors as its input. Relate this to the output of relevant movement or action.
Lesson Ideas




Assessment
Design solutions to simple problems using a sequence of steps and decisions.
Suggested approaches may include
- Checklist for how the robot moved as per instructions in the algorithm.
- Demonstrate two steps of a robotic solution.
- Label a diagram of a robotic device.
Assessment Resources
Activity Algorithmic thinking
How can you program a series of steps using programming blocks?
Australian Curriculum Alignment
- Investigating and defining (ACTDIP004)
What's this about?
While there is no requirement to learn a particular programming language at F–2, some students will be ready to learn to use a simple visual programming language specifically designed for young children.
Learning tasks
- Provide access to an app that uses visual programming blocks as a way to animate an onscreen character.
- Students construct a sequence of steps (an algorithm) by arranging various blocks in a logical sequence.
- In Scratch J,r for example, an algorithm will have a start (eg press the green flag) and an end point (red end block). These blocks execute one after the other. Students can check that their code executes in the correct order by following the code and checking the visual animation.
Supporting Resources


Assessment
Design solutions to simple problems using a sequence of steps and decisions.
Suggested approaches may include
- Present or demonstrate a simple sequence in a digital solution
- Scratch Jr: Assessment: This resource assesses students’ understanding of the programming blocks.