
- Fully resourced KS3 Computer Science lesson introducing variables and 7-segment displays in Flowol.
- Starter activity strengthens digital literacy by getting students to “draw” digits on a 7-segment display and identify which segments must be switched on.
- Students learn what a variable is, how it functions in a control system, and why automated systems rely on variables to track changing values.
- Guided Flowol task: pupils download a car-park program and insert a working variable to keep count of cars entering.
- Video-supported modelling shows learners how to use a decision tree and subroutines to display the correct digit (0–9) on a 7-segment decoder.
- Students create a functional Flowol routine that displays “1” when the variable reads 1, before extending this logic to all digits.
- Challenge task: upgrade the full car-park system to:
- Increase the variable when cars enter.
- Decrease the variable when cars exit.
- Display “FULL” at 9 cars.
- Prevent the entrance barrier from working when the car park is full.
- Includes screenshot evidence tasks for assessment and digital portfolio use.
- Clear “Is it OK to move on?” checkpoints ensure pacing, independence and accessibility for non-specialists.
- Lesson objectives include:
- Understanding variables within automated control systems.
- Using subroutines and decision trees to drive 7-segment output.
- Developing efficient control logic for real-world systems.
- Perfect for KS3 Computing and an excellent foundation lesson before GCSE programming, data representation and embedded/automation units.
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