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Introducing and using variables
This Computing scheme of work video introduces the concept of variables and how they are used in coding to store and change information. It provides clear explanations and classroom-ready examples to help pupils understand this key concept.
The video uses a simple analogy—labelling a basket of apples—to show how variables work: the label is the variable name, and the contents (which can change) are the value. This illustrates how variables store and update data.
Teachers are shown how variables are introduced in Year 4 using Scratch and then developed further in Year 5 with the micro:bit. Practical examples include using variables to track scores in games, count steps, or store text such as a player’s name.
Step-by-step guidance in Scratch explains how to create a variable, use blocks to change the value, reset the variable using the green flag, make games interactive and dynamic by updating the score
The video highlights how variables bring coding projects to life by adding complexity, responsiveness and personalisation.
This video is part of Kapow Primary’s Computing teacher programming resources. It helps teachers confidently introduce and model variables, ensuring pupils can use them creatively in games, animations and interactive digital projects.
See more of our Computing teacher resources.
Computing, Year 3, Programming: Scratch.
Computing, Year 5, Programming 2: micro:bit.
Computing, Year 5, Programming 2: micro:bit, Lesson 3: Polling program.