Designing a step counter
I can design a project that uses inputs and outputs on a controllable device.
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
- Variables are chosen and declared by the programmer.
- Using algorithms as part of program design can help simplify the thinking.
- 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...
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.
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 Sensing movement with physical computing unit, dive into the full primary computing curriculum, or learn more about lesson planning.
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
Prior knowledge starter quiz
6 Questions
Q1.Which symbol is an operator for ‘greater than’?
Q2.What does a condition in a program do?
Q3.What could happen if you change the order of conditions in a selection statement?
Q4.Which of these is a condition?
Q5.Match each keyword to its meaning.
a statement checked as true or false
symbol like >, <, or =
choosing between actions in a program
the result of a program’s decision
Q6.Put these steps in order for using a condition in a program.
Assessment exit quiz
6 Questions
Q1.Which statement is a common mistake when creating a program?
Q2.Match each example to the correct keyword.
input
output
variable
algorithm