Thank you so much to everyone that joined us to watch the brilliant Year 2 perform our Harvest song and for coming in to our classroom to taste and evaluate the children's wraps.
Friday, 17 October 2025
Year 2: A fantastic end to Food, Faith and Farming fortnight!
Monday, 13 October 2025
Year 2 Computing – Learning About Buttons in Coding
Using 2Code (Free Code Chimp), the children designed their own interactive scenes — choosing a background, adding objects like animals and food, and then programming buttons to make those objects perform actions.
They learned that:
A button is a special object that can be clicked on to trigger an action.
Every object has attributes (like size, colour, and position) that can be changed.
The “When Clicked” event makes something happen when the user presses the button!
Pupils showed great creativity designing their programs — some made ducks eat bread, others made animals move or sounds play when their buttons were clicked. It was wonderful to see how confidently everyone could explain what their button did and how they had customised its look and text.
Friday, 10 October 2025
Year 2: End of the week
Today the children drew some amazing story maps adapting the story of the Bear and the piano. Next week we will use these to plan and write stories.
We hope you have a lovely weekend.
Wednesday, 8 October 2025
Year 2: What we've been up to!
Over the last week we have had some amazing enrichment learning experiences. The children all got to visit the book fair and we shared a couple of stories.
Tuesday, 7 October 2025
Year Two’s Snail Race! 🏁🐌
Today in Computing, Year Two took part in a very exciting coding challenge – our very own Snail Race!
Using the 2Code program, the children explored how to make different objects move by using events and actions. We talked about how each object in a program has its own attributes (like how big it is or what it looks like) and how we can change these to make our scene unique.
Once everyone had designed their road backgrounds and chosen their racers (including snails, turtles, and other speedy creatures!), it was time to add the code. The children used “when key pressed” events to start their race and then programmed their objects to move forward along the track.
There was lots of laughter and excitement as we predicted which snail would win — some raced ahead quickly while others took their time! We even talked about how to debug our code if something didn’t quite go to plan.
By the end of the lesson, everyone had created their own working snail race and could explain how different objects in their programs had different actions and properties.
A fantastic effort, Year Two – you really showed brilliant predicting, problem-solving, and computing skills today!



























