docx, 221.22 KB
docx, 221.22 KB
docx, 290.71 KB
docx, 290.71 KB
pptx, 3.47 MB
pptx, 3.47 MB
zip, 374 Bytes
zip, 374 Bytes
  • A fully resourced, dyslexia-friendly KS3 Computer Science lesson introducing Subroutines (Sub…EndSub), branching with IF/ELSE, and creating a fully functional calculator program.

  • Includes PowerPoint, worksheet, worked examples, and challenge tasks—using the FREE online Small Basic compiler to ensure zero installation issues.

  • Designed with dyslexia-friendly formatting: pastel colour schemes, readable font style, reduced text density, and high-contrast code samples.

  • Students learn:

    • How subroutines work and why programmers use them
    • How Sub and EndSub create reusable blocks of code
    • How to call subroutines in the correct order of execution
    • How IF/ELSE statements allow the program to choose different outcomes
    • How to build structured programs like calculators and mini-games
  • Practical coding tasks:

    • Analyse example code to understand line order and execution flow
    • Complete a partially written calculator by creating AddNumbers(), SubtractNumbers(), and MultiplyNumbers()
    • Use IF/ELSE to decide which subroutine to run
    • Integrate user input to customise calculations
    • Extend the program with divide functionality and improved structure
  • Challenge activities (highly motivating for KS3):

    • Add subroutines that fetch Number1 and Number2 directly from the user
    • Create a command-driven calculator where the user selects add/subtract/multiply/divide
    • Wrap the entire calculator inside a WHILE loop so it repeats until the user types EXIT
    • Build a maths game: user chooses a skill, random numbers are generated, and the game continues until the correct answer is given
  • Assessment and evidence:

    • Multiple screenshot prompts using the Windows Snipping Tool
    • Written explanation boxes to ensure understanding of subroutines and branching
    • Debugging and code-building tasks to demonstrate mastery
  • Lesson objectives:

    • Create and call subroutines confidently
    • Use IF/ELSE to control program flow
    • Develop a working calculator using structured programming
    • Apply logic, random numbers, and loops to create simple games
  • Ideal for KS3 Computing, coding clubs, enrichment, or as preparation for Python functions and selection.

  • This lesson is classroom-ready, accessible, and designed to make students feel like real programmers.

Reviews

Something went wrong, please try again later.

This resource hasn't been reviewed yet

To ensure quality for our reviews, only customers who have purchased this resource can review it

Report this resourceto let us know if it violates our terms and conditions.
Our customer service team will review your report and will be in touch.