Design a game that uses variables
I can design a project that builds on a given example.
Design a game that uses variables
I can design a project that builds on a given example.
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Lesson details
Key learning points
- You can choose or create you own artwork for a project.
- You can create an algorithm which describes your project.
- You should be able to explain your design choices.
Keywords
Design - a plan that shows how a program should work
Algorithm - a precise set of ordered steps which can be followed by a human or a computer to do a task
Common misconception
I want to start coding my game right away! Why do I need to draw pictures and write descriptions first?
By designing first, you're planning out exactly what you want your game to do and how it will work before you write any code.
To help you plan your year 6 computing lesson on: Design a game that uses variables, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 6 computing lesson on: Design a game that uses variables, 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 variables in programming to develop a game 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. Examples in this lesson use Scratch https://oak.link/scratch
Licence
Prior knowledge starter quiz
6 Questions
Q1.What is the main reason to use selection in a program?
Q2.What does the value of a variable represent?
Q3.What does it mean if a variable is set by an event?
Q4.What is the term for a symbol in programming that is used to compare two values, such as checking if one number is greater than another?
Q5.In Scratch, what is the shape of the blocks used for operators, such as those that compare values or perform calculations?
Q6.Match each keyword to its meaning:
a named value which tracks player points
a symbol used to compare values
part of a program where if a condition is met, commands run
something that triggers code or sets a variable
Assessment exit quiz
6 Questions
Q1.What might happen if you start coding without a design?
Q2.Which statement about starting a project is incorrect?
Q3.What is the term for a precise set of ordered steps that can be followed to complete a task or solve a problem in computing?
Q4.What is the purpose of an algorithm in a project?
Q5.Match each action to its purpose:
shows your design
gives step-by-step instructions
helps others understand your project
helps you practise and try new ideas