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Year 5 - Computing

Design physical projects that include selection

Exploring selection in physical computing

Unit Summary

In this unit pupils will use physical computing to explore the concept of selection. Pupils will use conditions to control the flow of a program. They will make use of their knowledge of repetition when introduced to the concept of selection and write programs that utilise this concept.

Lesson Summary

You will learn to design a physical project that includes selection.

Key Notes

  • Conditions and actions can be seen in real-life examples.
  • A detailed drawing can be a helpful part of a plan.
  • Designs can help when writing programming projects.

Vocabulary To Learn

  • repetition: part of a program where one or more commands are run multiple times in a loop
  • condition: a statement that can be either True or False
  • selection: part of a program where if a condition is met, then a set of commands is run

Common Mistakes To Avoid

  • Selection is only used for turning things on and off.

3 Quick Questions (With Answers)

1. Describe the system or process from this lesson in clear steps.

Conditions and actions can be seen in real-life examples. A detailed drawing can be a helpful part of a plan.

2. Define this computing term and give one practical example. 'repetition'

part of a program where one or more commands are run multiple times in a loop. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: Selection is only used for turning things on and off. Correction: Selection can be used for different actions, such as changing speed, colour, or sound.

More Lessons In This Unit

Browse all guides in the Year 5 Computing guide library.