Design to code
I can follow a design to create a program that uses variables.
Design to code
I can follow a design to create a program that uses variables.
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Lesson details
Key learning points
- Artwork can be created for a project.
- Variable names should be chosen to identify their role.
- Code should be be tested to check it works.
Keywords
Design - a plan that shows how a program should work
Test - to run a program to check if it works the way that you planned
Common misconception
A variable can hold lots of different scores at the same time, like all the scores from a whole football match.
A variable can only hold one value at any one time. Variables are always changeable, meaning their value can be updated.
To help you plan your year 6 computing lesson on: Design to code, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 6 computing lesson on: Design to code, 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.Match each Scratch block type to what it controls:
changes how a sprite moves
detects things happening on the stage
alters how a sprite appears
plays audio
Q2.What is a precise set of steps to solve a problem?
Q3.Arrange the process for using variables in a Scratch project:
Q4.In Scratch, what is a variable used for?
Q5.What does the “if” statement do in a Scratch project?
Q6.What is the main purpose of a design in programming?
Assessment exit quiz
6 Questions
Q1.Put these steps in order when creating a Scratch project:
Q2.What do you call the process of fixing errors in your code?
Q3.What is the correct statement about variables?
Q4.What should you do if your program does not work as expected?
Q5.Match each action to the correct stage of a project:
choosing what to call things that store values
making pictures or sprites for your project
fixing mistakes in your program
building the instructions for your project