Sensing Movement
Year 6 - Computing - Summer 2
Core Learning
Concepts:
Define a ‘variable’ as something that is changeable
Identify example of information that is variable, e.g. a football score during a match
Explain that a variable can be used in a program e.g. score
Define a program variable as a placeholder in memory for a single value
Explain that a variable has a name and a value
Recognise that the value of a variable can be used by a program
Recognise that the value of a variable can be updated
Identify that variables can hold number (integers) or letters (strings)
Define the way that a variable is changed
Recognise that a variable can be set as a constant (fixed value)
Explain the importance of setting up a variable at the start of a program (initialisation)
Explain that there is only one value for a variable at any one time
Explain that if you change the value of a variable you cannot access the previous value (cannot undo)
Explain that if you read a variable, the value remains
Explain that the name of a variable is meaningless to the computer
Explain that the name of a variable needs to be unique
Skills:
Identify a variable in an existing program
Experiment with the value of an existing variable
Choose a name that identifies the role of a variable to make it more usable (to humans)
Decide where in a program to set a variable
Update a variable with a user input
Use an event in a program to update a variable
Use a variable in a conditional statement to control the flow of a program
Use the same variable in more than one location in a program
Vocabulary
Micro:bit, MakeCode, input, process, output, flashing, USB, trace, selection, condition, if then else, variable, random, sensing, accelerometer, value, compass, direction, navigation, design, task, algorithm, step counter, plan, create, code, test, debug
What came before?
In Year