In this lesson, we will revisit our previous learning on selection and identify how conditions are used to control the flow of actions in a program. We will be introduced to the command blocks for conditions in programs using the Scratch programming environment, and modify the conditions in an existing program.
Unit Overview: Selection in Quizzes
In this lesson, we will use the 'if... then... else...' structure in algorithms and programs. We will revisit the need for selection to ensure conditions are repeatedly checked and will use this knowledge to write our own programs.
In this lesson, we will consider how the 'if... then... else...' structure can be used to identify two responses to a binary question (yes or no). We will learn how questions can be asked in Scratch and how the answer is used to control the outcomes. We will then design a program that uses selection to direct the flow of the program.
In this lesson, we will use selection to control the outcomes in an interactive quiz. We will outline the requirements of the task and use an algorithm to show how we can use selection. To do this, we will design a storyboard to identify the questions asked and the outcomes for both correct and incorrect answers.
In this lesson, we will use Scratch to implement our designed algorithms as a program. We will run this program to test if it correctly uses selection to control the outcomes and will debug as necessary. Once we have completed our programs, we will consider the value of sharing it with others to collect feedback.
In this lesson, we will return to our completed programs and identify ways to improve them. We will focus on issues where answers similar to those in the condition are given as the input and identify ways to avoid these issues. We will consider how to ensure all uses are provided with the same experience and identify if we have met the requirements of the given task.