- Year 4
Creating a program that uses loops
I can create a program, using count-controlled loops, to produce a given outcome.
- Year 4
Creating a program that uses loops
I can create a program, using count-controlled loops, to produce a given outcome.
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Lesson details
Key learning points
- Programs are designed to include count-controlled loops.
- Designs are used to write programs.
- Programs are improved through debugging.
Keywords
Procedure - a named set of commands that can be called multiple times throughout a program
Count-controlled loop - a chunk of code that repeatedly runs a section of the program a certain number of times
Common misconception
Repeating a shape many times will always create a pattern.
The turn angle must be correct to form a repeating design. With the wrong choice of value a pattern might not appear.
To help you plan your year 4 computing lesson on: Creating a program that uses loops, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 4 computing lesson on: Creating a program that uses loops, download all teaching resources for free and adapt to suit your pupils' needs.
The starter quiz will activate and check your pupils' prior knowledge, with versions available both with and without answers in PDF format.
We use learning cycles to break down learning into key concepts or ideas linked to the learning outcome. Each learning cycle features explanations with checks for understanding and practice tasks with feedback. All of this is found in our slide decks, ready for you to download and edit. The practice tasks are also available as printable worksheets and some lessons have additional materials with extra material you might need for teaching the lesson.
The assessment exit quiz will test your pupils' understanding of the key learning points.
Our video is a tool for planning, showing how other teachers might teach the lesson, offering helpful tips, modelled explanations and inspiration for your own delivery in the classroom. Plus, you can set it as homework or revision for pupils and keep their learning on track by sharing an online pupil version of this lesson.
Explore more key stage 2 computing lessons from the Repetition in programs unit, dive into the full primary computing curriculum, or learn more about lesson planning.
Equipment
Pupils need access to a device with software that can execute Logo programs. Examples in this lesson use FMSLogo https://oak.link/fms-logo
Licence
Prior knowledge starter quiz
6 Questions
Q1.Place these steps for creating a program in order.
Q2.What is a named set of commands that can be reused?
Q3.What is a count-controlled loop?
Q4.What does tracing a program mean?
Q5.How does changing the value of a repeat command affect a loop?
Q6.Correct this command to draw a square: repeat [fd 100 rt 90].
Assessment exit quiz
6 Questions
Q1.What is a procedure in programming?
Q2.What is a count-controlled loop?
Q3.Which of the following is true about debugging?
Q4.What is the purpose of a program design?
Q5.Match each term to its definition.
a named set of commands that can be reused
a chunk of code that repeats a set number of times
finding and fixing errors in a program
a command that controls the direction and shape of a pattern
a plan for how a program will work