Year 2 - Digital Learning Log
Spring 1 - IT around us
Lesson 1 - E-Safety - What information is reliable?
In this lesson, learners researched using Kiddle and found the tallest buildings in the world. They will learn what a source is and how to identify its reliability. They began to present their information in a PowerPoint by copying and pasting.
Lesson 2 - What is Information Technology (IT)?
Learners will develop their understanding of what information technology (IT) is. They will identify devices that are computers and consider how IT can help them both at school and beyond.
Lesson 3 - What IT do we use in school?
Learners will consider common uses of information technology in a context that they are familiar with. They will identify examples of IT and be able to explain the purpose of different examples of IT in the school setting.
Lesson 4 - Where are you likely to find IT?
Learners will begin to explore IT in environments beyond school, including home and familiar places such as shops. They will talk about the uses of IT in these environments and be able to explain that IT is used in many workplaces.
Lesson 5 - What are the benefits of using IT?
Learners will explore the benefits of using IT in the wider world. They will focus on the use of IT in a shop and how devices can work together. Learners will sort activities based on whether they use IT or not and will be able to say why we use IT.
Lesson 6 - How do we use IT safely?
Learners will consider how they use different forms of information technology safely, in a range of different environments. They will list different uses of IT and talk about the different rules that might be associated with using them. Learners will then say how rules can help keep them safe when using IT.
Autumn 2 - Pictograms
Lesson 2 - KQ: How can we count and compare objects?
Learners will begin to understand the importance of organising data effectively for counting and comparing. They will create their own tally charts to organise data, and represent the tally count as a total. Finally, they will answer questions comparing totals in tally charts using vocabulary such as ‘more than’ and ‘less than’.
Lesson 3 - KQ: What is a pictogram?
Learners will become familiar with the term ‘pictogram’. They will create pictograms manually and then progress to creating them using a computer. Learners will begin to understand the advantages of using computers rather than manual methods to create pictograms, and use this to answer simple questions.
Lesson 4 - KQ: How can you create a pictogram?
Learners will think about the importance of effective data collection and will consider the benefits of different data collection methods: why, for example, we would use a pictogram to display the data collected. They will collect data to create a tally chart and use this to make a pictogram on a computer. Learners will explain what their finished pictogram shows by writing a range of statements to describe this.
Lesson 5 - KQ: What is an attribute?
Learners will think about ways in which objects can be grouped by attribute. They will then tally objects using a common attribute and present the data in the form of a pictogram. Learners will answer questions based on their pictograms using mathematical vocabulary such as ‘more than’/’less than’ and ‘most’/’least’.
Lesson 1 - E-Safety - KQ: How can we share information online?
The children will be researching different ways that information can be presented online. They will create a PowerPoint/Google Slide slide on appropriate things to share online.
Lesson 6 - KQ: How can we present information?
Learners will understand that there are other ways to present data than using tally charts and pictograms. They will use a pre-made tally chart to create a block diagram on their device. Learners will then share their data with a partner and discuss their findings. They will consider whether it is always OK to share data and when it is not OK. They will know that it is alright to say no if someone asks for their data, and how to report their concerns.
Autumn 1 - Robot Algorithms
Lesson 1 - Key Question: Why are passwords important?
Children used Purple Mash to create a poster about E-Safety rules, particularly about staying safe online. Children will understand the importance of passwords, how to create strong passwords and why this is important.
Lesson 2 - Key Question: When might we need to use instructions?
Learners will follow instructions given to them and give instructions to others. They will consider the language used to give instructions, and how that language needs to be clear and precise. Learners will combine several instructions into a sequence that can then be issued to another learner to complete. They will then consider a clear and precise set of instructions in relation to an algorithm, and will think about how computers can only follow clear and unambiguous instructions.
Lesson 3 Key Question: Why is it important to test our plans and ideas?
Learners will design, create, and test a mat for a floor robot. This will introduce the idea that design in programming not only includes code and algorithms, but also artefacts related to the project, such as artwork. Note: The designs in this lesson can be changed to suit a topic or theme that the class is learning about. The ideas included in the slides are examples.
Lesson 4 - Key Question: How can changing the order of instructions make the outcome different?
Learners will focus on sequences, and consider the importance of the order of instructions within a sequence. They will create sequences using the same instructions in different orders. They will then test these sequences to see how the different orders affect the outcome.Learners will focus on sequences, and consider the importance of the order of instructions within a sequence. They will create sequences using the same instructions in different orders. They will then test these sequences to see how the different orders affect the outcome.
Lesson 5 - Key Question: Why is it important to test our plans and ideas?
Learners will design, create, and test a mat for a floor robot. This will introduce the idea that design in programming not only includes code and algorithms, but also artefacts related to the project, such as artwork. Note: The designs in this lesson can be changed to suit a topic or theme that the class is learning about. The ideas included in the slides are examples.