3 - 5 years
Pupils are given practical situations where they can notice patterns, observing and exploring similarities and differences. They can be presented with sets of items which are sortable in various ways. For example, they could be given a water tray and assorted objects, some of which float. We call this exploration tinkering.
5 - 7 years
Across subjects, pupils continue to engage in practical experiences where similarities and differences can be explored. The range and complexity of these scenarios increase.
In maths, pupils look for patterns in more-abstract concepts, including odd and even numbers, negative numbers, multiples and inverse operations.
In English, they spot more-complex spelling patterns, and they listen for patterns in sounds (phonemes).
As they group and classify in science, they’ll notice rules and patterns, for example in animals’ appearance and habitat or in the properties of materials, and they’ll draw on those patterns to make predictions in other investigations.
You should model how to notice patterns, how to think of rules and how to try them out evaluation.
7 - 11 years
You can further model how to identify patterns, generate rules and test predictions. A common questioning tool requiring pupils to look for patterns is to compare and contrast. It’s used at this age across subjects.
Encourage pupils to identify patterns and rules in number sequences; in explaining the patterns back to you, they’ll be using logical reasoning. In maths and science, they might look for similarities and differences in numerical data to answer questions, draw conclusions and make predictions.
Predict-and-test activities help pupils explore theories and deepen understanding. In geography, pupils might be asked what constitutes a good location for a new town. To formulate ideas about town planning, they could look at patterns of existing settlements and test those ideas on maps.
In computing, encourage pupils to spot repetition of code in their programs: encourage pupils to look for simpler ways to achieve a pleasing result. They can experiment with geometric patterns, creating crystal flowers using turtle-graphics commands in languages like Scratch, Logo and TouchDevelop. Further, they can explore how different shapes are produced when one or two numbers have been changed in their program.