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Year 6 - Computing

Designing a step counter

Sensing movement with physical computing

Unit Summary

This unit brings together all the four programming constructs: sequence, repetition, selection and variables whilst also utilising a physical device - the micro:bit. Pupils begin with a simple program to build and test and then take on three new projects, with each adding more depth and complexity.

Lesson Summary

You will learn to design a project that uses inputs and outputs on a controllable device.

Key Notes

  • Variables are chosen and declared by the programmer.
  • Using algorithms as part of program design can help simplify the thinking.
  • Considering program flow is part of the design process.

Vocabulary To Learn

  • algorithm: is a precise set of ordered steps which can be followed by a human or a computer to do a task
  • variable: a named piece of data (often a number or text) stored in a computer's memory which can be accessed and changed by a computer program
  • input: data that is sent to a program to be processed
  • output: the result of data processed by a computer

Common Mistakes To Avoid

  • You should write your program before designing it.

3 Quick Questions (With Answers)

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

Variables are chosen and declared by the programmer. Using algorithms as part of program design can help simplify the thinking.

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

is a precise set of ordered steps which can be followed by a human or a computer to do a task. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: You should write your program before designing it. Correction: Designing first helps you plan what the program needs to do.

More Lessons In This Unit

Browse all guides in the Year 6 Computing guide library.