Making a step counter
I can develop a program to use inputs and outputs on a controllable device.
Making a step counter
I can develop a program to use inputs and outputs on a controllable device.
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Lesson details
Key learning points
- Designs can be used to guide program development
- Programs can be evaluted against the initial design
- Debugging can be approached in several different ways
Keywords
Test - try a program to check that it works
Debug - the process of finding and correcting errors in a program
Design - a plan that shows how a program should work
Common misconception
Testing your program once is enough.
Programs should be tested many times to find all bugs.
To help you plan your year 6 computing lesson on: Making 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: Making 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.What is the main reason to use variables in a program?
Q2.What is the term for information sent into a program to be processed?
Q3.Match each example to the correct keyword.
input
utputo
variable
algorithm
Q4.What is the result produced by a program called?
Q5.Put these steps in order for designing a program.
Q6.What should you consider when designing the flow of your program?
Assessment exit quiz
6 Questions
Q1.What is the main purpose of a design in programming?
Q2.What does it mean to debug a program?
Q3.Put these steps in order for developing a program.
Q4.Why is it important to evaluate a program against the initial design?
Q5.Match each action to its purpose.
write the instructions
try it out
find and fix errors
judge against the design