Programming project: subroutines II
I can implement a program from a design and perform testing to ensure it works as expected.
Programming project: subroutines II
I can implement a program from a design and perform testing to ensure it works as expected.
These resources will be removed by end of Summer Term 2025.
Switch to our new teaching resources now - designed by teachers and leading subject experts, and tested in classrooms.
These resources were created for remote use during the pandemic and are not designed for classroom teaching.
Lesson details
Key learning points
- Implementation of solution is where you take a plan and create the solution.
- A program should be tested with a range of test data.
- Erroneous data is data that should not be accepted by the program or it will cause an error.
- Boundary data is data that should either be accepted or rejected by a program.
- Normal data is data that should be accepted by a program. This is data that you would expect a user to enter.
Keywords
Erroneous - data that should not be accepted by the program or it will cause an error.
Boundary - data that should either be accepted or rejected by a program; it tests the data right at the boundary of a range.
Normal - data that should be accepted by a program. This is data that you would expect a user to enter.
Common misconception
A system should only be tested with normal data that will be expected. If it works with normal data it will work all the time.
A system should be tested with a range of test data, including erroneous data that is not meant to be accepted. Programs should make sure that there is no way to stop the software from working if invalid inputs are entered.
To help you plan your year 10 computer science lesson on: Programming project: subroutines II, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 10 computer science lesson on: Programming project: subroutines II, 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 4 computer science lessons from the Programming: subroutines unit, dive into the full secondary computer science curriculum, or learn more about lesson planning.
Equipment
Pupils need to be able to create programs in the language they are using for the course. Examples in this lesson are based in Python and examples are provided through the Raspberry Pi Code Editor.
Licence
Prior knowledge starter quiz
6 Questions
start/end of the program
process
decision
input/output
Assessment exit quiz
6 Questions
data that should not be accepted because it causes an error
data at the limits of validity
data that should be accepted as valid input