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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Cross-curricular links
Mathematics
Number – multiplication
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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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Extended-mode explainer videos
How to extend your display to view the lesson page and preseantion mode simultaneously. Choose your operating system below to watch the video
If you need further support with extending your display,
please contact [email protected].
Extended-mode explainer video: For Mac
Extended-mode explainer video: For Windows
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
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ask block
Shows a question on the screen and stores the user’s typed answer.
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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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