Learning objective

  • To combine variables, if statements and sensors to program a multiplication game.

Success criteria

  • I can use the ‘if/else’ block to check
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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

Display the Presentation: Explain the answer and read the statement aloud. Explain that the children will work with a partner to think carefully about the statement and give reasons why it might be true. Allow time for paired discussion.

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Adaptive teaching

Pupils needing extra support

Should use the Resource: Multiplication game checklist to ensure they have followed all the steps when adding the new blocks; could remix the existing Scratch - Multiplication game project.

Pupils working at greater depth

Should use a repeat or forever loop to ask more multiplication questions; could change the costumes of their sprite depending on whether the user gives a correct or incorrect answer using the looks panel and selecting the ‘switch costume to’ block.

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Assessing progress and understanding

Pupils with secure understanding indicated by: understanding what a variable is and

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Vocabulary definitions

  • ask block

    Shows a question on the screen and stores the user’s typed answer.

  • 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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