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Year 6 - Computing

Design to code

Using variables in programming to develop a game

Unit Summary

This unit explores the concept of variables in programming through the development of games. Pupils will investigate 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.

Lesson Summary

You will learn to follow a design to create a program that uses variables.

Key Notes

  • Artwork can be created for a project.
  • Variable names should be chosen to identify their role.
  • Code should be be tested to check it works.

Vocabulary To Learn

  • design: a plan that shows how a program should work
  • test: to run a program to check if it works the way that you planned

Common Mistakes To Avoid

  • A variable can hold lots of different scores at the same time, like all the scores from a whole football match.

3 Quick Questions (With Answers)

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

Artwork can be created for a project. Variable names should be chosen to identify their role.

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

a plan that shows how a program should work. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: A variable can hold lots of different scores at the same time, like all the scores from a whole football match. Correction: A variable can only hold one value at any one time. Variables are always changeable, meaning their value can be updated.

More Lessons In This Unit

Browse all guides in the Year 6 Computing guide library.