Year 5
Year 5
To explain how selection is used in computer programs
● I can recall how conditions are used in selection
● I can identify conditions in a program
● I can modify a condition in a program
Selection, condition, true, false, count-controlled loop
In this lesson, learners revisit previous learning on ‘selection’ and identify how ‘conditions’ are used to control the flow of actions in a program. They are introduced to the blocks for using conditions in programs using the Scratch programming environment. They modify the conditions in an existing program and identify the impact this has.
To relate that a conditional statement connects a condition to an outcome
● I can use selection in an infinite loop to check a condition
● I can identify the condition and outcomes in an ‘if… then… else…’ statement
● I can create a program that uses selection to produce different outcomes
Selection, condition, true, false, outcomes, conditional statement (the linking together of a condition and outcomes), algorithm, program, debug
In this lesson, learners will develop their understanding of selection by using the ‘if… then… else’ structure in algorithms and programs. They will revisit the need to use repetition in selection to ensure that conditions are repeatedly checked. They identify the two outcomes in given programs and how the condition informs which outcome will be selected. Learners use this knowledge to write their own programs that use selection with two outcomes.
To explain how selection directs the flow of a program
● I can explain that program flow can branch according to a condition
● I can design the flow of a program that contains ‘if… then... else…’
● I can show that a condition can direct program flow in one of two ways
Selection, condition, true, false, outcomes, question, answer, algorithm, program, debug
In this lesson, learners consider how the ‘if… then... else…’ structure can be used to identify two responses to a binary question (one with a ‘yes or no’ answer). They identify that the answer to the question is the ‘condition’, and use algorithms with a branching structure to represent the actions that will be carried out if the condition is true or false. They learn how questions can be asked in Scratch, and how the answer, supplied by the user, is used in the condition to control the outcomes. They use an algorithm to design a program that uses selection to direct the flow of the program based on the answer provided. They implement their algorithm as a program and test whether both outcomes can be achieved.
For Safer Internet Day we join a live lesson where we explored privacy settings, using AI safely and much more. The final task we were given was to design our ideal 'Game World' that would be sa safe space for all to play. Here are some of our designs: