Micro:bit Physical Computing
6 lessons
Concepts
This study delivers 1 primary concept and 1 secondary concept.
Primary concept: Programming: Sequence, Selection and Repetition (CO-KS12-C002)
Type: Skill | Teaching weight: 2/6All programs are built from three fundamental control structures: sequence (instructions executed in order, one after another), selection (conditional branches where different instructions execute depending on a condition - if/then/else) and repetition (loops where instructions repeat a specified number of times or while a condition holds). These three structures are sufficient to express any computable algorithm, and mastery of them is the core of programming competence. At KS2, pupils learn to use all three structures in their programs, developing increasingly sophisticated and efficient code.
Teaching guidance: Introduce each control structure separately before combining them. Use visual block-based programming environments (Scratch, Blockly) initially to reduce syntax barriers. Progress to text-based languages at upper KS2 to develop more precise understanding of programming syntax. Always connect programming tasks to a genuine purpose: a game, an animation, a simulation. Teach debugging systematically: read the code line by line, trace the execution, identify where actual behaviour diverges from expected behaviour. Celebrate debugging success as much as successful first attempts. Key vocabulary: sequence, selection, repetition, loop, conditional, if, then, else, while, for, variable, input, output, debug, program, code, execute, trace Common misconceptions: Pupils often use loops incorrectly, either not using them when repetition is present (writing the same instruction multiple times) or using them in inappropriate contexts. Explicit comparison of repetitive code versus loop code makes the efficiency benefit clear. Selection (if/then/else) is conceptually more demanding; pupils may write conditions that cannot be true, or miss the else case. Tracing through conditional code step by step makes the logic visible.Differentiation
| Level | What success looks like | Example task | Common errors |
| Entry | Creating a simple program using sequence — a series of instructions executed in order — using a block-based programming environment. | Program the sprite to walk forward 100 steps, say 'Hello!' and then turn around. | Putting blocks in the wrong order so the sprite turns before walking; Not connecting blocks together so only the first one runs |
| Developing | Using selection (if/then) and repetition (loops) in programs to create more complex behaviour. | Program a character that walks forward and turns when it reaches the edge of the screen. Use a loop and an if statement. | Putting the if-statement outside the loop so it only checks once; Creating an infinite loop without any stopping condition |
| Expected | Combining sequence, selection and repetition to create programs that solve problems or meet a design brief, using variables to store and change data. | Create a quiz program that asks three questions, uses a variable to keep score, and gives a different message depending on the final score. | Not initialising the variable at the start (score starts at a random value); Using the wrong comparison operator (= vs >) in the selection |
| Greater Depth | Designing modular programs using procedures or functions, explaining how abstraction makes programs easier to understand and maintain. | Refactor your quiz program so each question is handled by a reusable procedure. Why is this better? | Creating procedures that are too specific and not genuinely reusable; Not understanding how parameters pass information into procedures |
Model response (Entry): I used three blocks: 'move 100 steps', 'say Hello! for 2 seconds', 'turn 180 degrees'. The sprite walked, spoke and turned around.
Model response (Developing): I used a 'forever' loop containing: 'move 10 steps', then 'if touching edge then turn 180 degrees'. The character bounces back and forth across the screen without stopping. The loop repeats the instructions and the if-statement checks for the edge each time.
Model response (Expected): I created a variable called 'score' set to 0. For each question, I used 'ask' and checked the answer with an if-statement. If correct, I increased score by 1. At the end, I used selection: if score = 3, say 'Perfect!'; if score >= 1, say 'Well done!'; else say 'Try again!'. The program uses sequence (question order), selection (checking answers) and repetition (I could put questions in a loop).
Model response (Greater Depth): I created a procedure called 'ask_question' that takes a question and correct answer as inputs. It asks the question, checks the answer, and updates the score. My main program just calls this procedure three times with different questions. This is better because if I want to change how questions work, I only change the procedure once instead of changing code in three places. It is also easier to add more questions.
Secondary concept: Decomposition and Computational Thinking (CO-KS12-C006)
Type: Skill | Teaching weight: 2/6Computational thinking is a set of problem-solving approaches that involve breaking problems down (decomposition), identifying patterns (pattern recognition), focusing on the most relevant information (abstraction) and developing step-by-step solutions (algorithm design). Decomposition - breaking a complex problem into smaller, manageable sub-problems - is particularly important in programming, as it enables pupils to tackle problems that would otherwise be too large to address as a whole. At KS2, pupils apply decomposition to design programs and to plan complex digital projects.
Differentiation
| Level | What success looks like | Common errors |
| Entry | Breaking a simple problem into smaller, more manageable parts (decomposition). | Making the parts too big (still complex problems rather than simple tasks); Not being able to separate the problem into independent parts |
| Developing | Applying decomposition, pattern recognition and abstraction to solve problems: identifying repeated patterns and focusing on the most important information. | Grouping by superficial features (colour, size) rather than meaningful patterns; Not understanding what 'abstraction' means in computing — removing unnecessary detail |
| Expected | Applying all aspects of computational thinking (decomposition, pattern recognition, abstraction, algorithm design) to solve a complex problem systematically. | Jumping straight to the algorithm without decomposing and abstracting first; Not recognising that computational thinking is a general problem-solving approach, not just programming |
| Greater Depth | Evaluating the effectiveness of computational thinking solutions, identifying limitations and suggesting improvements, and explaining how these approaches are used in real-world computing. | Thinking the first algorithm is the final answer without considering limitations; Not connecting the abstract solution to real-world applications |
Thinking lens: Cause and Effect (primary)
Key question: What caused this to happen, and how do we know? Why this lens fits: Writing and debugging programs with sequence, selection and repetition demands that pupils predict the effect of each control structure — tracing how changing a condition in a selection statement changes what the program does is a direct cause-and-effect analysis. Question stems for KS2:Session structure: Practical Application
Practical Application
A hands-on sequence where pupils apply knowledge and skills to solve a practical problem or create a functional outcome. Begins with a real-world context, builds skills through rehearsal, guides design or planning, supports making or problem-solving, and concludes with evaluation against success criteria.
context → skill_rehearsal → design → make_or_solve → evaluate
Assessment: Practical outcome (solution, product, program) evaluated against defined success criteria, with written or verbal explanation of the process and decisions made.
Teacher note: Use the PRACTICAL APPLICATION template: set a real-world context or problem that requires pupils to apply knowledge and skills. Rehearse the key skills needed through guided practice. Support pupils in designing their approach, carrying out the practical task, and evaluating their outcome. Encourage them to explain what worked well and what they would improve.
KS2 question stems:
Computing focus
Programming paradigm: Block Based Software/tool: Micro:bit Computational concepts: sequence, selection, input output Abstraction level: Visual Themes: physical computing, sensors, programmingWhy this study matters
The micro:bit bridges digital programming and the physical world. Pupils program the micro:bit to respond to sensor inputs (button press, tilt, light level, temperature) and produce outputs (LED display, sound). This physical computing connects to DT (control in products) and Science (sensors measuring the environment). The block-based editor makes it accessible while the physical output makes it tangible.
Pitfalls to avoid
Computational thinking skills (KS2)
These disciplinary skills should be woven through teaching, not taught in isolation:
Vocabulary word mat
| Term | Meaning |
| abstraction |
| algorithm |
| code |
| computational thinking |
| conditional |
| debug |
| decomposition |
| design |
| else |
| execute |
| flowchart |
| for |
| function |
| if |
| input |
| loop |
| modular |
| output |
| pattern recognition |
| plan |
| problem-solving |
| procedure |
| program |
| pseudocode |
| repetition |
| selection |
| sequence |
| sub-problem |
| then |
| trace |
| variable |
| while |
| microcontroller |
| sensor |
| LED |
| button |
| accelerometer |
| download |
Prior knowledge (retrieval plan)
Pupils should already know the following from earlier units:
| Prior knowledge needed | For concept | Description |
| Algorithms | Programming: Sequence, Selection and Repetition | An algorithm is a precise, unambiguous sequence of instructions for solving a problem or accompli... |
Scaffolding and inclusion (Y5)
| Guideline | Detail |
| Reading level | Fluent Reader (Lexile 450–650) |
| Text-to-speech | Available |
| Max sentence length | 22 words |
| Vocabulary | Academic vocabulary expected. Technical domain vocabulary accessible with in-context clues. Figurative language (metaphor, personification) appropriate. |
| Scaffolding level | Light To Moderate |
| Hint tiers | 4 tiers |
| Session length | 20–30 minutes |
| Worked examples | Required — Text-based. Child completes partial worked examples (fading). Not fully narrated. |
| Feedback tone | Peer Like Respectful |
| Normalize struggle | Yes |
| Example correct feedback | You recognised that 1/2 is larger than 2/5, and used the common denominator method correctly. The visualiser confirms it — the bar for 1/2 is noticeably longer. |
| Example error feedback | The reasoning does not quite hold: you said both fractions are the same because the numerator in 2/5 is double the numerator in 1/2. But the denominator changed too — the pieces got smaller. Converting to tenths: 1/2 = 5/10 and 2/5 = 4/10. Which is larger now? |
Knowledge organiser
Key terms:Graph context
Node type:ComputingTopicSuggestion | Study ID: TS-CO-KS2-008
Concept IDs:
CO-KS12-C002: Programming: Sequence, Selection and Repetition (primary)CO-KS12-C006: Decomposition and Computational Thinking``cypher
MATCH (ts:ComputingTopicSuggestion {suggestion_id: 'TS-CO-KS2-008'})
-[:DELIVERS_VIA]->(c:Concept)
-[:HAS_DIFFICULTY_LEVEL]->(dl)
RETURN c.name, dl.label, dl.description
``
Generated from the UK Curriculum Knowledge Graph — zero LLM generation.