Chapter 38: Coding: Repetition and Debugging
Learn Grade 2 mathematics with very-beginner explanations, original worked examples, practice, reasoning, and review.
Chapter Overview
This chapter teaches Coding: Repetition and Debugging with simple explanations, visual thinking, worked examples, practice, and review.
38.1 Repeated instructions
Repeated instructions is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 15 and 11 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 2
Problem: Use 16 and 13 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 3
Problem: Use 19 and 19 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 4
Problem: Use 6 and 7 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 5
Problem: Use 7 and 9 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 6
Problem: Use 16 and 19 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 7
Problem: Use 16 and 11 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 8
Problem: Use 1 and 15 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 9
Problem: Use 12 and 5 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
Worked Example 10
Problem: Use 20 and 1 to make a simple example about Repeated instructions.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeated instructions.
38.2 Simple loops
Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: A command moves 4 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 16
Worked Example 2
Problem: A command moves 5 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 20
Worked Example 3
Problem: A command moves 2 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 6
Worked Example 4
Problem: A command moves 4 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 16
Worked Example 5
Problem: A command moves 2 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 8
Worked Example 6
Problem: A command moves 5 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 20
Worked Example 7
Problem: A command moves 2 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 8
Worked Example 8
Problem: A command moves 4 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 12
Worked Example 9
Problem: A command moves 5 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 10
Worked Example 10
Problem: A command moves 3 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 9
38.3 Repeating a move
A pattern follows a rule. Repeating patterns repeat a core; growing patterns change in a predictable way. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 17 and 12 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 2
Problem: Use 15 and 3 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 3
Problem: Use 17 and 15 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 4
Problem: Use 1 and 6 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 5
Problem: Use 9 and 4 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 6
Problem: Use 2 and 4 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 7
Problem: Use 13 and 7 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 8
Problem: Use 10 and 10 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 9
Problem: Use 15 and 9 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
Worked Example 10
Problem: Use 1 and 6 to make a simple example about Repeating a move.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a move.
38.4 Repeating a turn
A pattern follows a rule. Repeating patterns repeat a core; growing patterns change in a predictable way. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 20 and 14 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 2
Problem: Use 19 and 2 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 3
Problem: Use 2 and 15 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 4
Problem: Use 11 and 2 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 5
Problem: Use 7 and 11 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 6
Problem: Use 5 and 7 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 7
Problem: Use 15 and 2 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 8
Problem: Use 16 and 4 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 9
Problem: Use 5 and 14 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
Worked Example 10
Problem: Use 12 and 15 to make a simple example about Repeating a turn.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Repeating a turn.
38.5 Shortening repeated code
Shortening repeated code is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 6 and 18 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 2
Problem: Use 13 and 15 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 3
Problem: Use 20 and 3 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 4
Problem: Use 6 and 16 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 5
Problem: Use 4 and 6 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 6
Problem: Use 1 and 11 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 7
Problem: Use 16 and 13 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 8
Problem: Use 3 and 6 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 9
Problem: Use 10 and 11 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
Worked Example 10
Problem: Use 2 and 7 to make a simple example about Shortening repeated code.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Shortening repeated code.
38.6 Finding a wrong step
Finding a wrong step is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 7 and 13 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 2
Problem: Use 20 and 19 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 3
Problem: Use 4 and 18 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 4
Problem: Use 9 and 2 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 5
Problem: Use 5 and 2 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 6
Problem: Use 11 and 9 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 7
Problem: Use 9 and 2 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 8
Problem: Use 14 and 14 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 9
Problem: Use 17 and 6 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
Worked Example 10
Problem: Use 2 and 15 to make a simple example about Finding a wrong step.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Finding a wrong step.
38.7 Correcting a wrong direction
Correcting a wrong direction is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 10 and 13 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 2
Problem: Use 3 and 8 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 3
Problem: Use 10 and 13 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 4
Problem: Use 3 and 7 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 5
Problem: Use 5 and 5 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 6
Problem: Use 1 and 9 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 7
Problem: Use 9 and 13 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 8
Problem: Use 5 and 17 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 9
Problem: Use 4 and 9 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
Worked Example 10
Problem: Use 3 and 3 to make a simple example about Correcting a wrong direction.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong direction.
38.8 Correcting a wrong repeat count
Correcting a wrong repeat count is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 9 and 15 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 2
Problem: Use 10 and 9 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 3
Problem: Use 12 and 6 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 4
Problem: Use 20 and 1 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 5
Problem: Use 2 and 15 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 6
Problem: Use 15 and 3 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 7
Problem: Use 19 and 2 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 8
Problem: Use 18 and 6 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 9
Problem: Use 7 and 18 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
Worked Example 10
Problem: Use 17 and 9 to make a simple example about Correcting a wrong repeat count.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Correcting a wrong repeat count.
38.9 Tracing code by hand
Tracing code by hand is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 19 and 11 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 2
Problem: Use 18 and 14 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 3
Problem: Use 2 and 12 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 4
Problem: Use 5 and 4 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 5
Problem: Use 2 and 16 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 6
Problem: Use 15 and 13 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 7
Problem: Use 10 and 7 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 8
Problem: Use 7 and 13 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 9
Problem: Use 15 and 6 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
Worked Example 10
Problem: Use 10 and 10 to make a simple example about Tracing code by hand.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Tracing code by hand.
38.10 Testing an algorithm
Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: A command moves 3 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 6
Worked Example 2
Problem: A command moves 2 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 8
Worked Example 3
Problem: A command moves 2 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 6
Worked Example 4
Problem: A command moves 2 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 8
Worked Example 5
Problem: A command moves 5 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 10
Worked Example 6
Problem: A command moves 2 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 8
Worked Example 7
Problem: A command moves 5 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 15
Worked Example 8
Problem: A command moves 5 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 20
Worked Example 9
Problem: A command moves 2 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 6
Worked Example 10
Problem: A command moves 5 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 10
38.11 Changing code to reach a new destination
Changing code to reach a new destination is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: Use 3 and 10 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 2
Problem: Use 18 and 10 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 3
Problem: Use 5 and 9 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 4
Problem: Use 15 and 2 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 5
Problem: Use 4 and 16 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 6
Problem: Use 9 and 3 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 7
Problem: Use 20 and 17 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 8
Problem: Use 14 and 11 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 9
Problem: Use 17 and 11 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
Worked Example 10
Problem: Use 9 and 8 to make a simple example about Changing code to reach a new destination.
- Recall the topic meaning.
- Use objects, a drawing, or a number sentence.
- Check that the example matches the idea.
Very beginner explanation: Simple models make Grade 2 ideas easier to understand.
Answer: A correct Grade 2 example of Changing code to reach a new destination.
38.12 Explaining a debugging change
Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems. Use objects, drawings, number lines, tables, or number sentences when useful.
10 Worked Examples with Answers
Worked Example 1
Problem: A command moves 4 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 8
Worked Example 2
Problem: A command moves 3 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 6
Worked Example 3
Problem: A command moves 5 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 15
Worked Example 4
Problem: A command moves 4 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 8
Worked Example 5
Problem: A command moves 5 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 10
Worked Example 6
Problem: A command moves 3 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 6
Worked Example 7
Problem: A command moves 4 squares and repeats 4 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 16
Worked Example 8
Problem: A command moves 2 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 6
Worked Example 9
Problem: A command moves 2 squares and repeats 2 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 4
Worked Example 10
Problem: A command moves 3 squares and repeats 3 times. How many squares altogether?
- Repeat the move.
- Add the equal moves.
Very beginner explanation: Repeating instructions is a simple loop.
Answer: 9
30 Review Questions and Answers
Q1. What should a Grade 2 learner understand about Repeated instructions?
Answer: Repeated instructions is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q2. What should a Grade 2 learner understand about Simple loops?
Answer: Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems.
Q3. What should a Grade 2 learner understand about Repeating a move?
Answer: A pattern follows a rule. Repeating patterns repeat a core; growing patterns change in a predictable way.
Q4. What should a Grade 2 learner understand about Repeating a turn?
Answer: A pattern follows a rule. Repeating patterns repeat a core; growing patterns change in a predictable way.
Q5. What should a Grade 2 learner understand about Shortening repeated code?
Answer: Shortening repeated code is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q6. What should a Grade 2 learner understand about Finding a wrong step?
Answer: Finding a wrong step is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q7. What should a Grade 2 learner understand about Correcting a wrong direction?
Answer: Correcting a wrong direction is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q8. What should a Grade 2 learner understand about Correcting a wrong repeat count?
Answer: Correcting a wrong repeat count is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q9. What should a Grade 2 learner understand about Tracing code by hand?
Answer: Tracing code by hand is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q10. What should a Grade 2 learner understand about Testing an algorithm?
Answer: Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems.
Q11. What should a Grade 2 learner understand about Changing code to reach a new destination?
Answer: Changing code to reach a new destination is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q12. What should a Grade 2 learner understand about Explaining a debugging change?
Answer: Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems.
Q13. What should a Grade 2 learner understand about Repeated instructions?
Answer: Repeated instructions is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q14. What should a Grade 2 learner understand about Simple loops?
Answer: Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems.
Q15. What should a Grade 2 learner understand about Repeating a move?
Answer: A pattern follows a rule. Repeating patterns repeat a core; growing patterns change in a predictable way.
Q16. What should a Grade 2 learner understand about Repeating a turn?
Answer: A pattern follows a rule. Repeating patterns repeat a core; growing patterns change in a predictable way.
Q17. What should a Grade 2 learner understand about Shortening repeated code?
Answer: Shortening repeated code is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q18. What should a Grade 2 learner understand about Finding a wrong step?
Answer: Finding a wrong step is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q19. What should a Grade 2 learner understand about Correcting a wrong direction?
Answer: Correcting a wrong direction is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q20. What should a Grade 2 learner understand about Correcting a wrong repeat count?
Answer: Correcting a wrong repeat count is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q21. What should a Grade 2 learner understand about Tracing code by hand?
Answer: Tracing code by hand is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q22. What should a Grade 2 learner understand about Testing an algorithm?
Answer: Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems.
Q23. What should a Grade 2 learner understand about Changing code to reach a new destination?
Answer: Changing code to reach a new destination is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q24. What should a Grade 2 learner understand about Explaining a debugging change?
Answer: Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems.
Q25. What should a Grade 2 learner understand about Repeated instructions?
Answer: Repeated instructions is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q26. What should a Grade 2 learner understand about Simple loops?
Answer: Coding uses exact step-by-step instructions to move objects, repeat actions, and solve problems.
Q27. What should a Grade 2 learner understand about Repeating a move?
Answer: A pattern follows a rule. Repeating patterns repeat a core; growing patterns change in a predictable way.
Q28. What should a Grade 2 learner understand about Repeating a turn?
Answer: A pattern follows a rule. Repeating patterns repeat a core; growing patterns change in a predictable way.
Q29. What should a Grade 2 learner understand about Shortening repeated code?
Answer: Shortening repeated code is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.
Q30. What should a Grade 2 learner understand about Finding a wrong step?
Answer: Finding a wrong step is a Grade 2 math idea best learned with simple numbers, objects, drawings, and clear words.