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Year 5 Coding: Conditional Statements

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0% found this document useful (0 votes)
31 views8 pages

Year 5 Coding: Conditional Statements

Uploaded by

Ali Papila
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Algorithm to code

Year 5 - Week 9
Things to do
1. Login to the computers
2. Sign in to Google Classroom
3. Open Week 8 Lesson
4. Do the Entrance ticket
5. You have 3 minutes to do the entrance ticket
6. If you finish before others
a. THINK - What do you think we will learn today
Lesson Objectives

To relate that a conditional statement connects a condition to


an outcome

Success Criteria
● 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
Rules for the lesson

● Don’t change sprite, unless you are instructed to


● Don’t add backgrounds
● Don’t be worry about making mistakes
● Experiment and try new things
● If something doesn’t work, change things and try
again
● Rules for help - Explain, Direct, Be patient
Entrance Ticket

Create a Scratch program by following these instructions

1. Delete Cat Sprite


2. Add new sprite and choose Crab sprite
3. Make the crab move 10 steps, forever, when the green flag
pressed.
4. Add another sprite of your choice
5. Make the new sprite move 20 steps when space key is pressed
on the keyboard
Algorithm to code
When green flag pressed
forever
if Key A pressed then
Move 20 steps

else
Turn Right 15 degrees
Creating a simple game
Click on Crab sprite and the following
Add yellow ball sprite instructions

Touching Ball

Go to x:-186 y :-86

Say “You Won”


Plenary - Check each others finished games

Does it have two sprites?


Crab and ball

Does the crab keep turning?

Is the ball standing in the


right position?

Does it say “You Won”,


when crab touches the ball?

Does the crab go to right


position, when it touches
the ball?

Common questions

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Encouraging students to predict the lesson objectives fosters engagement and curiosity, setting a proactive mindset towards learning. This metacognitive strategy primes students to recognize key concepts as they arise and aligns their focus with the lesson’s goals. It enhances retention and understanding by connecting new information with their existing knowledge base .

Students might face several challenges when using selection in an infinite loop, such as understanding how to correctly implement the loop and conditional checks without causing unintended behaviors like infinite actions or missed conditions. Additionally, managing logical errors in loops that don't have 'exit' strategies could potentially lead to confusing results. These issues require a solid grasp of both loops and conditionals, requiring thoughtful debugging and logical thinking .

Using a Scratch program with specific sprites like Crab and Ball is effective for teaching selection in conditional statements as it provides a visual and interactive way to understand how conditions can lead to different outcomes. Students can see the immediate results of their 'if… then… else…' statements, reinforcing their learning through direct interaction and experimentation. Additionally, constraints like not changing sprites or backgrounds keep the focus on understanding conditional logic rather than unnecessary customization .

Experimentation is a key component of the lesson structure. It is encouraged by fostering an environment where making mistakes is not discouraged, and students are urged to 'experiment and try new things'. If something doesn't work, they're advised to change their approach and try again, which promotes learning through trial and error .

The 'Entrance Ticket' serves as a preparatory exercise that focuses students' attention and primes them for the upcoming lesson objectives. By completing a quick, structured task, students engage with the core concepts of selection and condition checking in a hands-on manner, setting the stage for deeper exploration of conditional statements within the main lesson. This approach helps transition students from general to specific learning goals smoothly .

Constraints like not changing the sprite or background keep students' focus on the core learning objective, which is understanding and implementing conditional statements. By limiting variables and customization, students can concentrate on logic and programming skills rather than design or extraneous details, which can distract from the primary goals of the lesson .

Peer review is integrated in the form of a 'Plenary' session where students check each other's finished games. This collaborative approach is expected to reinforce learning by allowing students to identify and correct each other's mistakes, gain different perspectives on the same problem, and consolidate their own understanding by explaining concepts to peers. It supports the development of critical thinking and communication skills .

The lesson aims to teach students about conditional statements by having them relate conditions to outcomes through the use of the 'if… then… else…' statement. Success criteria include the ability to use selection in an infinite loop to check a condition and creating programs that produce different outcomes based on selections .

Creating a simple game using 'if… then… else…' statements targets cognitive skills such as logical reasoning, problem-solving, and critical thinking. Students must understand the conditional relationships within the code, foresee potential outcomes, and debug errors. This task sharpens procedural thinking and abstraction, key skills in programming .

These help rules foster a supportive learning environment where students feel comfortable seeking and providing help. 'Explain' encourages understanding rather than rote assistance, 'Direct' ensures guidance is goal-oriented, and 'Be patient' promotes a respectful and constructive atmosphere. Together, these rules facilitate positive interactions that enhance collaborative learning and comprehension .

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