Improving and sharing
I can evaluate and improve my coding project.
Improving and sharing
I can evaluate and improve my coding project.
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Lesson details
Key learning points
- Ways to improve a game can be identified.
- Variables can be used to extend the functionality of a game.
- Games can be shared with others.
Keywords
Improve - to make changes that make your project better based on feedback or reflection
Evaluate - to reflect on what has gone well and what you could improve in a project
Common misconception
I've finished my game — there's nothing else to do.
A part of being a good programmer is knowing how to evaluate and improve your projects. Think about how your game could be even better.
To help you plan your year 6 computing lesson on: Improving and sharing, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 6 computing lesson on: Improving and sharing, 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.Why should you choose clear names for variables in your project?
Q2.What is the main purpose of a design in programming?
Q3.Put these steps in order for creating a Scratch project:
Q4.Why is it important to test your code more than once?
Q5.What is the term for a mistake in a program that causes it to work incorrectly?
Q6.What should you do if your project does not work as expected?
Assessment exit quiz
6 Questions
Q1.What does it mean to evaluate your Scratch game?
Q2.Why should you share your game with others?
Q3.Put these steps in order for improving a Scratch game:
Q4.What is a good reason to use variables in your game?
Q5.Match each action to its purpose:
helps others play and give suggestions
stores information that can change
helps you see what worked and what could be better
makes your project better after feedback