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Year 2 maths · Key Stage 1 · Geometry – position and direction

Year 2 patterns, sequences and turns: a guide for parents

Year 2 children arrange shapes and objects into patterns and sequences, and learn the vocabulary of position and movement. They describe turns as quarter, half and three-quarter turns, say whether they are clockwise or anticlockwise, and connect these turns to right angles by acting them out and giving instructions to others.

Patterns, sequences and turns, explained

A pattern follows a rule. Children make and continue patterns using shapes, colours, sizes and objects: red, blue, blue, red, blue, blue is a repeating pattern, and the repeating chunk (red, blue, blue) is what they learn to spot. They order and arrange combinations of objects, such as a large circle then a small square, in sequences, and they describe the rule in words. Shapes in patterns are often turned, so that a triangle might point up, then right, then down, which makes the pattern harder to see.

Position and direction vocabulary gets more precise this year. Children use words such as left and right, above and below, between, inside and outside, in front and behind, forwards and backwards, up and down. They describe the movement of a person or a toy in a straight line, saying how far it goes (“forward 4 steps”) as well as which way. Giving instructions to a partner who must follow them exactly shows quickly how much detail is needed.

Turns are described as fractions of a full turn. A quarter turn is one right angle, a half turn is two right angles and a three-quarter turn is three right angles. A full turn, four right angles, brings you back to where you started. A turn is also described by its direction: clockwise means the same way as the hands on a clock go round, and anticlockwise means the opposite way. A right-angle turn to the right is a quarter turn clockwise, and a right-angle turn to the left is a quarter turn anticlockwise. Children turn their own bodies first, then move toys or follow arrows on a grid.

Many schools use a floor robot or a similar programmable toy for this work, though the same ideas can be done with a person playing the robot. The child writes or says instructions made of moves and turns, such as forward 3, turn a quarter turn clockwise, forward 2, and then watches what happens. If the toy goes the wrong way, the child has to find the mistake and fix it, which is a very early taste of computer programming.

Words your child will hear

Pattern
A repeating or growing arrangement that follows a rule, such as red, blue, blue, red, blue, blue.
Sequence
Things in a particular order, such as a set of instructions or a series of shapes.
Rotate
Turn around a point. A rotation is a turn.
Right angle
A quarter turn. The corner of a book or of a square is a right angle.
Clockwise
Turning the same way as the hands of a clock.
Anticlockwise
Turning the opposite way to the hands of a clock.
Half turn
Two right angles. A half turn leaves you facing the opposite way to where you started.

What the National Curriculum says

In Year 2, pupils should be taught to:

  • Order and arrange combinations of mathematical objects in patterns and sequences
  • Use mathematical vocabulary to describe position, direction and movement, including movement in a straight line and distinguishing between rotation as a turn and in terms of right angles for quarter, half and three-quarter turns (clockwise and anti-clockwise)

Objectives from the National Curriculum in England, © Crown copyright, used under the Open Government Licence v3.0.

Try it: programming a robot

A toy robot starts facing the top of a grid. It follows these instructions: forward 3, quarter turn clockwise, forward 2, quarter turn clockwise, forward 1. Which way is it facing at the end, and where is it compared with the start?

  1. Start facing up and move forward 3 squares. The robot is now 3 squares above where it started.
    Start: facing up
    Forward 3: 3 squares up
  2. Turn a quarter turn clockwise, the same way as a clock’s hands. If you are facing the top of the grid, you now face right.
    Quarter turn clockwise
    Now facing right
  3. Move forward 2 squares. It goes 2 squares to the right, so it is 3 up and 2 right of the start.
    Forward 2: 2 squares right
  4. Turn another quarter turn clockwise. Facing right, a quarter turn clockwise leaves it facing down. Move forward 1, so the robot goes down 1 square.
    Quarter turn clockwise
    Now facing down
    Forward 1: 1 square down

The robot ends facing down, 2 squares above and 2 squares to the right of where it started. It has made two quarter turns clockwise, which together make one half turn.

Common mistakes and how to help

Mixing up clockwise and anticlockwise

Children are not always sure which way the clock hands go, especially now that many clocks and watches are digital.

What helps: Use a real analogue clock or draw one. Trace the direction of the minute hand with a finger, and say “this way is clockwise”. Practise turning on the spot clockwise and then back again.

Using their own left and right for a robot or partner who faces a different way

When a child stands opposite a toy, the toy’s left is on the child’s right. They give the instruction from their own point of view.

What helps: Stand behind the robot or toy so that you are both looking the same way, and then give the instruction. Turn left or right means from the point of view of the one who is moving.

Counting the square the robot is standing on as the first step

The child touches the starting square when counting “forward 3” and says “1, 2, 3” while pointing at it, so the robot moves one square too few.

What helps: Put a counter on the starting square and then count only the squares the robot moves onto. Walking the path yourself on a floor grid makes the idea clear.

Treating every repeating pattern as taking turns

Many early patterns simply alternate, such as red, blue, red, blue. Faced with red, blue, blue, red, blue, blue, a child carries on red, blue, red, blue because they have not looked for the whole repeating chunk.

What helps: Say the whole repeating chunk aloud, “red, blue, blue”, and mark where each chunk starts. Then ask what the next chunk begins with.

How to help at home

  • Be the robot. Take turns to be the robot and the programmer in a clear space indoors or in the garden. Give instructions such as forward 3 steps, quarter turn clockwise, forward 2, and see where the robot ends up. If it goes wrong, work out why.
  • Hide-and-find with directions. Hide a small toy and give a trail to find it, using left, right, forwards and turns. Swapping roles shows how precise the instructions have to be.
  • Make patterns with whatever you have. Use pasta shapes, buttons, building bricks or fruit slices. Make a pattern with a rule, such as two big then one small, and let your child continue it, spot your deliberate mistake or make one for you to continue.
  • Spin and stop. Call “quarter turn anticlockwise”, “half turn” or “three-quarter turn clockwise” and let your child spin on the spot to face a new direction. Notice that a three-quarter turn clockwise leaves you facing the same way as a quarter turn anticlockwise.

Everything in Year 2 maths

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