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      Design a game that uses variables

      Lesson details

      Learning outcome

      I can design a project that builds on a given example.

      Key learning points

      1. You can choose or create you own artwork for a project.
      2. You can create an algorithm which describes your project.
      3. 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.

      Teacher tip

      In this lesson, learners use elements of an existing coding project and consider how they could modify it. In the next lesson, they will create their own project. You will need a clear understanding of the definition of the term "algorithm".

      Equipment

      Pupils will need access to a device with block-based programming software. Examples in this lesson use Scratch https://oak.link/scratch

      Licence

      This content is © Oak National Academy Limited (2026), 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

      6 Questions

      Q1.
      What is the main reason to use selection in a program?

      to play sound effects
      to change the background
      Correct answer: to make decisions based on conditions
      to move sprites

      Q2.
      What does the value of a variable represent?

      the name of the variable
      Correct answer: the data currently stored in the variable
      the type of operator
      the background colour

      Q3.
      What does it mean if a variable is set by an event?

      Correct answer: The variable gets its value when something happens in the program.
      The variable never changes.
      The variable is deleted.
      The variable becomes a sprite.

      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?

      Correct Answer: operator

      Q5.
      In Scratch, what is the shape of the blocks used for operators, such as those that compare values or perform calculations?

      rectangle
      oval
      Correct answer: hexagon
      triangle

      Q6.
      Match each keyword to its meaning:

      Correct Answer:score,a named value which tracks player points

      a named value which tracks player points

      Correct Answer:operator,a symbol used to compare values

      a symbol used to compare values

      Correct Answer:selection,part of a program where if a condition is met, commands run

      part of a program where if a condition is met, commands run

      Correct Answer:event,something that triggers code or sets a variable

      something that triggers code or sets a variable

      6 Questions

      Q1.
      What might happen if you start coding without a design?

      Your game will always work perfectly.
      You will finish more quickly.
      You won’t need any artwork.
      Correct answer: You might get confused or miss important steps.

      Q2.
      Which statement about starting a project is incorrect?

      Designing helps you plan your game.
      Algorithms are useful for planning.
      Correct answer: You don’t need to plan or design before coding.
      Explaining your choices is important.

      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?

      Correct Answer: algorithm

      Q4.
      What is the purpose of an algorithm in a project?

      Correct answer: to give clear steps for what the program should do
      to decorate your project
      to choose a background colour
      to make it more difficult

      Q5.
      Match each action to its purpose:

      Correct Answer:drawing a diagram,shows your design

      shows your design

      Correct Answer:writing an algorithm,gives step-by-step instructions

      gives step-by-step instructions

      Correct Answer:explaining your choices,helps others understand your project

      helps others understand your project

      Correct Answer:modifying an example,helps you practise and try new ideas

      helps you practise and try new ideas

      Q6.
      Put these steps in order for designing a project:

      1 - Choose or create your own artwork.
      2 - Write an algorithm for your project.
      3 - Explain your design choices.
      4 - Start coding your project.

      To help you plan your 6 computing lesson on: Design a game that uses variables, download all teaching resources for free and adapt to suit your pupils' needs...