
- Fully resourced KS3 Computer Science lesson focused on building two-way selection, motor control, and subroutines in Flowol.
- Starter activity recap: students identify key flowchart symbols (decision, process, terminator) and reinforce understanding of variables and outputs within control systems.
- Learners study how real-world control systems operate, especially barriers, sensors, and motors in automated car parks.
- Main practical task: students recreate a working car-park entry system in Flowol using a decision block to detect cars and activate a barrier motor.
- Includes extension: pupils modify their program to also detect cars leaving the car park, requiring an additional subroutine to handle reverse motor operation.
- Students take screenshots as evidence—ideal for assessment, homework, or digital portfolios.
- Challenge task: design a full Christmas lights control system featuring multiple subroutines, decision checks, differing speeds, and creative light patterns.
- Objectives include:
- Identifying different outputs in a control system.
- Designing solutions using two-way selection.
- Controlling motors in both forward and reverse directions.
- Writing efficient Flowol programs using subroutines.
- Scaffolded with clear “Is it OK to move on?” checkpoints to support all abilities and ensure progression.
- Suitable for KS3 Computing, non-specialists, and as a foundation lesson before GCSE automation, robotics, and algorithmic control topics.
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