Year 6
Year 6
Programming Variables in Games
This unit explores the concept of variables in programming through games in Scratch. First, learners find out what variables are and relate them to real-world examples of values that can be set and changed. Then they use variables to create a simulation of a scoreboard. In Lessons 2, 3, and 5, which follow the Use-Modify-Create model, learners experiment with variables in an existing project, then modify them, before they create their own project. In Lesson 4, learners focus on design. Finally, in Lesson 6, learners apply their knowledge of variables and design to improve their games in Scratch.
Year 6 are introduced to variables. They see examples of real-world variables (score and time in a football match) before they explore them in a Scratch project. The Year 6 children then designed and made their own project that included variables.
To define a ‘variable’ as something that is changeable
● I can identify examples of information that is variable
● I can explain that the way a variable changes can be defined
● I can identify that variables can hold numbers or letters
Mohammed K & Mae
(Goldfinch)
Yousaf & Fatimah H
(Goldfinch)
Mark & Mariama
(Goldfinch)
Sayfullah & Fatima R
(Goldfinch)
The Year 6 children understand that variables are used in programs, and that they can only hold a single value at a time. They complete an unplugged task that demonstrates the process of changing variables. Then, they explore why it is important to name variables and apply their learning in a Scratch project in which they make, name, and update variables.
To explain why a variable is used in a program
● I can identify a program variable as a placeholder in memory for a single value
● I can explain that a variable has a name and a value
● I can recognise that the value of a variable can be changed
Year 6 applied the concept of variables to enhance an existing game in Scratch. They predicted the outcome of changing the same score block in different parts of a program, then they test their predictions in Scratch. Learners also experiment with using different values in variables, and with using a variable elsewhere in a program. Finally, they add comments to their project to explain how they have met the objectives of the lesson.
To choose how to improve a game by using variables
● I can decide where in a program to change a variable
● I can make use of an event in a program to set a variable
● I can recognise that the value of a variable can be used by a program
Year 6 will take on the role of a games designer. They will work at the ‘design’ level of abstraction, where they create artwork and plan algorithms. Learners first design the sprites and backgrounds for their project, then they design their algorithms to create their program flow.
To design a project that builds on a given example
I can choose the artwork for my project
I can create algorithms for my project
I can explain my design choices