Introducing variables
Lesson details
Learning outcome
I can define a variable as something that is changeable.
Key learning points
- Data can be stored as a variable.
- The way a variable changes is defined by the programmer.
- Variables can be used to store numbers or letters.
Keywords
Change - to update the value of something in a program
Variable - a named piece of data stored in a computer’s memory which can be accessed and changed by a computer program
Name - the label given to a variable so that the programmer knows what it is for
Value - the numbers or text stored in a programming variable which can be used or changed
Common misconception
Variables are only for numbers.
Variables aren't just for numbers, they can also hold letters.
Teacher tip
You need to be aware of the concept of variables in programming. In this lesson, a �variable� is defined as something that can be set and changed throughout the running of a program.
Equipment
Pupils will need access to a device with block-based programming software. Examples in this lesson use Scratch https://oak.link/scratch
Licence
Lesson video
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Prior knowledge starter quiz
6 Questions
Q1.What is the character or object you can control in Scratch called?
Q2.What is the stage in Scratch?
Q3.What does an event block do in Scratch?
Q4.What happens when you use a forever loop in Scratch?
Q5.Put these steps in order for making a sprite move when the green flag is clicked:
Q6.What is the purpose of the "repeat" block in Scratch?
Assessment exit quiz
6 Questions
Q1.What is a variable in a computer program?
Q2.What is the label given to a variable called?
Q3.What can a variable store?
Q4.Put these steps in order for using a variable in a project:
Q5.Who decides how a variable changes in a program?
Q6.Put these actions in order for changing a variable’s value during a game:
To help you plan your 6 computing lesson on: Introducing variables, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your 6 computing lesson on: Introducing 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.