Learning objective

  • To use conditions and sensors to control what happens in a Scratch game.

Success criteria

  • I can recognise and use an if, then,
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National curriculum

Computing

Pupils should be taught to:

  • Design,
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Before the lesson

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Lesson plan

Recap and recall

Explain that the children will create a mind map to help them remember what they learnt about how the game Scratch - Catch the doughnut from the previous lesson works. Hand out whiteboards and pens and display the Presentation: Mind map.

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Adaptive teaching

Pupils needing extra support

Should write their code on a whiteboard before programming it into Scratch; could rewatch the Pupil video: Conditional statements.

Pupils working at greater depth:

Should create different questions and think about ways to make sure responses are interesting for the player; could think about how a variable could be added to the project.

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Assessing progress and understanding

Pupils with secure understanding indicated by: identifying conditional statements in the code

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Vocabulary definitions

  • if statement

    A rule that makes something happen only if something else is true.

  • if, then, else

    A type of statement that tells the program to do one thing if a condition is true and something else if it is not.

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