New
New
Year 6

Designing a step counter

I can design a project that uses inputs and outputs on a controllable device.

New
New
Year 6

Designing a step counter

I can design a project that uses inputs and outputs on a controllable device.

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Lesson details

Key learning points

  1. Variables are chosen and declared by the programmer.
  2. Using algorithms as part of program design can help simplify the thinking.
  3. Considering program flow is part of the design process.

Keywords

  • Algorithm - is a precise set of ordered steps which can be followed by a human or a computer to do a task

  • Variable - a named piece of data (often a number or text) stored in a computer’s memory which can be accessed and changed by a computer program

  • Input - data that is sent to a program to be processed

  • Output - the result of data processed by a computer

Common misconception

You should write your program before designing it.

Designing first helps you plan what the program needs to do.


To help you plan your year 6 computing lesson on: Designing a step counter, download all teaching resources for free and adapt to suit your pupils' needs...

Encourage pupils to annotate their designs with reasons for each decision (e.g. �I chose this input because��). This helps with debugging later and reinforces computational thinking.
Teacher tip

Equipment

Pupils will need access to a device with block-based programming software that can be used to program a physcial controller. Examples in this lesson use Microsoft MakeCode https://oak.link/makecode

Licence

This content is © Oak National Academy Limited (2025), licensed on Open Government Licence version 3.0 except where otherwise stated. See Oak's terms & conditions (Collection 2).

Lesson video

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Prior knowledge starter quiz

Download quiz pdf

6 Questions

Q1.
Which symbol is an operator for ‘greater than’?

Correct Answer: >

Q2.
What does a condition in a program do?

draws a picture
plays music
Correct answer: checks if something is true or false
changes the background

Q3.
What could happen if you change the order of conditions in a selection statement?

Correct answer: The outcome may change.
The program runs faster.
The colours change.
Nothing changes

Q4.
Which of these is a condition?

7 + 3
blue
run
Correct answer: 5 > 2

Q5.
Match each keyword to its meaning.

Correct Answer:condition,a statement checked as true or false

a statement checked as true or false

Correct Answer:operator,symbol like >, <, or =

symbol like >, <, or =

Correct Answer:selection,choosing between actions in a program

choosing between actions in a program

Correct Answer:outcome,the result of a program’s decision

the result of a program’s decision

Q6.
Put these steps in order for using a condition in a program.

1 - Write a condition.
2 - Compare values using an operator.
3 - Check if the condition is true or false.
4 - Decide what happens next.

Assessment exit quiz

Download quiz pdf

6 Questions

Q1.
Which statement is a common mistake when creating a program?

Designing your program first helps you plan what it needs to do.
Correct answer: You should write your program before designing it.
Using algorithms makes programming easier.
Variables can store numbers or text.

Q2.
Match each example to the correct keyword.

Correct Answer:pressing a button,input

input

Correct Answer:displaying a score,output

output

Correct Answer:number stored in memory,variable

variable

Correct Answer:list of steps to follow,algorithm

algorithm

Q3.
What is a variable in programming?

a list of instructions
a type of computer
a colour in the program
Correct answer: a named piece of data that can be changed

Q4.
What do we call a visual plan that shows the steps and decisions in a program using arrows and shapes?

Correct Answer: Flow diagram

Q5.
What do we call a precise set of ordered steps that a computer or person can follow to solve a problem?

Correct Answer: Algorithm

Q6.
Which of these is an example of an output?

the instructions in your algorithm
the number typed into a program
Correct answer: a light turning on when a button is pressed
choosing a variable name