
This Key Stage 3 Scratch programming lesson introduces students to variables and how they can be used to store and change values in a Scratch program.
Students work with a quiz game where a variable is used to store the player’s score. They explore how variables can be set, changed and used alongside if/else statements.
Lesson sequence
Introduction to variables: Students learn that a variable is like a box that has a name and stores a value. The value can change while the program runs.
Setting a variable: Students learn to use set score to 0 when the program starts so that each game begins with a fresh score.
Changing a variable: Students use change score by 1 when a player gives the correct answer, allowing the score to increase.
Independent task: Students remix a Scratch quiz project. Question 1 is provided as a completed example, while students create Question 2 and Question 3 using the same structure.
Procedures or organization: Students use define blocks to organize each question and then call Question 1 Question 2 Question 3 in sequence when the program starts.
Plenary and exit ticket: Students review the purpose of variables and answer questions about set, change, and how the score is updated.
Overall
The lesson moves from understanding what a variable is, seeing it used in a worked example, modifying an existing Scratch program, creating their own quiz questions, checking their understanding.
The main learning focus is on using variables, set and change blocks, if/else statements and define blocks to create a functional Scratch quiz.
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