Designing a quiz
I can design a program that uses selection.
Designing a quiz
I can design a program that uses selection.
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Lesson details
Key learning points
- Selection can be used to produce an intended outcome.
- User inputs can be used within an algorithm.
- Using branching algorithms can help with planning code.
Keywords
Input - in a program, the text or numbers that a user types in
Branching algorithm - a decision-making flow used to plan a program with a condition and two outcomes
Common misconception
Designing is just extra work.
Planning reduces how much you have to think about when you are actually coding.
To help you plan your year 5 computing lesson on: Designing a quiz, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 5 computing lesson on: Designing a quiz, 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 Using selection in programming to develop a quiz unit, dive into the full primary computing curriculum, or learn more about lesson planning.
Files needed for this lesson
- Quiz design sheet 170.24 KB (PPTX)
- Quiz design sheet example 477.72 KB (PPTX)
Download these files to use in the lesson.
Equipment
Pupils will need access to a device with block-based programming software. Examples in this lesson use Scratch https://oak.link/scratch
Licence
Prior knowledge starter quiz
6 Questions
Q1.What is a condition in Scratch programming?
Q2.What word means choosing between actions in a program?
Q3.What is the result called when a program checks a condition?
Q4.Order these steps for how selection works in Scratch:
Q5.Match each example to its keyword:
green flag block
score = 5
The sprite says "Well done!" if the answer is right.
if... then... else...
Q6.What is the main purpose of using selection in a program?
Assessment exit quiz
6 Questions
Q1.In a branching algorithm, what is the main purpose of using selection?
Q2.Which of the following is an example of an input in a program?
Q3.Why is planning a branching algorithm helpful before starting to code?
Q4.What happens if a user’s input does not match the condition in a branching algorithm?
Q5.Match each example to its keyword:
The user types their name.
a flowchart with 'yes' and 'no' branches
The program picks what to do based on the answer.
The program shows a message if the answer is correct or not.