New
New
Year 6

Design to code

I can follow a design to create a program that uses variables.

New
New
Year 6

Design to code

I can follow a design to create a program that uses variables.

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Lesson details

Key learning points

  1. Artwork can be created for a project.
  2. Variable names should be chosen to identify their role.
  3. 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...

In this lesson, learners begin at the "code" level of abstraction to create and name variables. They then work through all levels of abstraction, from the "task" to "running the code", to create their own game.
Teacher tip

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 (2025), 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

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6 Questions

Q1.
Match each Scratch block type to what it controls:

Correct Answer:motion block,changes how a sprite moves

changes how a sprite moves

Correct Answer:sensing block,detects things happening on the stage

detects things happening on the stage

Correct Answer:looks block,alters how a sprite appears

alters how a sprite appears

Correct Answer:sound block,plays audio

plays audio

Q2.
What is a precise set of steps to solve a problem?

Correct Answer: an algorithm, algorithm

Q3.
Arrange the process for using variables in a Scratch project:

1 - decide what information you need to store
2 - create a variable
3 - use the variable in your code
4 - update the variable as your project runs

Q4.
In Scratch, what is a variable used for?

to make sprites move faster
to draw shapes
to add sound effects
Correct answer: to store information that can change

Q5.
What does the “if” statement do in a Scratch project?

draws a picture
makes a sprite jump
Correct answer: checks if a condition is true before running code
changes the background

Q6.
What is the main purpose of a design in programming?

to make your computer faster
Correct answer: to plan how your program should work
to choose a new username
to save your work

Assessment exit quiz

Download quiz pdf

6 Questions

Q1.
Put these steps in order when creating a Scratch project:

1 - plan your design
2 - name your variables
3 - write your code
4 - test your project

Q2.
What do you call the process of fixing errors in your code?

Correct Answer: debugging

Q3.
What is the correct statement about variables?

Correct answer: a variable can only hold one value at a time
a variable can hold many values at once
variables never change
variables cannot store numbers

Q4.
What should you do if your program does not work as expected?

ignore it
Correct answer: test and debug it
add more sprites
change the background

Q5.
Match each action to the correct stage of a project:

Correct Answer:naming variables,choosing what to call things that store values

choosing what to call things that store values

Correct Answer:creating artwork,making pictures or sprites for your project

making pictures or sprites for your project

Correct Answer:debugging,fixing mistakes in your program

fixing mistakes in your program

Correct Answer:writing code,building the instructions for your project

building the instructions for your project

Q6.
When is the best time to test your Scratch program?

only after it is completely finished
at the very beginning and then never again
only if someone else finds a problem
Correct answer: throughout the whole process of creating it

Additional material

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