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Algorithms and programs

Year 3 · Computing

Give clear instructions, solve problems and use technology safely.

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Learning about algorithms and programs

In this Year 3 computing collection, you can practise Selection and repetition: IF and REPEAT in programs. Choose a game above for a short activity, or explore the examples below before you play. The full guide for each game explains its controls, gives more examples and includes a free printable for practice away from the screen.

Talk it through

Ask your child to predict an outcome before testing it. When a prediction does not match the result, change one thing at a time. Safety games rehearse decisions, but children should still ask a trusted adult when something online worries them.

Ask: “What would happen if you changed one step?” Give your child time to explain. Return to an example after playing and ask whether they would approach it differently.

Selection and repetition: IF and REPEAT in programs

Programs are built from three main ideas. Sequence means instructions are carried out one after another, in order. Selection means the program makes a choice: IF something is true, THEN do this, ELSE do that. Repetition means instructions are repeated, using a loop such as REPEAT 4 or REPEAT UNTIL. The National Curriculum asks Key Stage 2 pupils to use all three in their programs.

Try an example: Is this selection or repetition? “If it is raining, take an umbrella.”

You only take the umbrella if something is true. It is a choice.

Show the answer

Selection.

What to look out for

Thinking “repeat until” is selection because it checks something. It does check a condition, but its job is to keep going round. It is a loop, so it is repetition.

Read the full Selection and repetition: IF and REPEAT in programs guide

Practise away from the screen

  • Play “Simon says” with IF rules: “If you are wearing blue, jump.”

Curriculum connections

These games support selected practice connected to Computer science in the National Curriculum in England. The programme groups requirements by key stage; the year shown here is our suggested practice placement. A game covers selected examples, rather than assessing every requirement.

Read the official Computing programme of study.

Questions families ask

Where should we start with algorithms and programs?

Start with Selection and repetition: IF and REPEAT in programs. Look at the worked example together, then try a round. If the task feels unfamiliar, use the full game guide or its free printable before trying again.

Does this cover everything taught at this level?

No. This collection brings together the games currently available for this learning area. It supports selected skills and does not replace the full programme of study or practical teaching.