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Step 4 of 5

Unit of Work 2: Programming Concepts 1

Step 4 of 5: 1.8 – Introduction to Variables

  1. 41.8 – Introduction to Variables
Marty app
CurrentPrevious

1.8 – Introduction to Variables

1.8 – Introduction to Variables
Estimated time
45 minutes
Difficulty
Beginner
Products
Marty V1

On this page

  1. Lesson overview
  2. Objectives & resources
  3. Key vocabulary
  4. Lesson plan
  5. Learning checks
  6. Extensions and challenges
  7. Additional reading

Extensions and challenges

Students should explore what other Marty blocks they can use their variable values for (for example, taking in the angle of the mouse pointer to decide which way Marty should turn)

Additional reading

  • Educator’s Guide
  • Introduction to Programming with Marty using Scratch
Unit of Work 2: Programming Concepts 1
Unit overview
11.5 – Introduction to Loops
21.6 – Introduction to Events
31.7 – Parallel Programming
51.9 – Introduction to If Statements
Previous step1.7 – Parallel Programming
Next step1.9 – Introduction to If Statements

Lesson overview

Variables will be introduced in this lesson as a way of storing and remembering values that can be used later in a program for decisions to be made. This will start off with a small programming challenge in Scratch that will be extended to include Marty.

Prerequisite knowledge

Lessons 1.1-1.7

Learning objectives

  • Understand that variables are a way to store and remember a value for you
  • Understand when variables should be used
  • Create a program that makes use of a variable to change the output

Resources and equipment

  • Marty the Robot
  • Marty Workbook (Lesson 4)
  • Laptops/Computers/Tablets
  • Access to the Scratch editor

Key vocabulary

  • Code blocks
  • Variables
  • Store
  • Values
  • Output

Lesson plan

1. Discussion of when you are counting up something, how do you keep track of the total?

2. Introducing variables as a way to keep track of this for us in our programs

3. Show some example programs in the presentation and discuss what students think the printed message will be based on what the variable is holding

4. Programming task where students need to program a sprite in Scratch to say what the number is that is being held in the variable and add one to that value (a counting program)

5. Highlight that it isn’t just numbers that we can put into variables but also text too

a. Ask students to store their name in a variable by using the ask block as a way to get input from the user

b. Then include that variable in the Hello message to the user before asking them to click the sprite the number of times to represent the number of steps they want Marty to take

c. Students should then use the count variable to be the number of steps that Marty should take

Unit resources

Learner resources

  • Lesson Plans.pdf
  • Student Workbook.pdf

Teacher resources

  • Curriculum Links.pdf
  • Teacher Guide.pdf
  • Presentation Slides.pdf

Solution resources

  • Solutions.pdf

Learning checks

  1. 1

    Check Learning - Variables

    Assessment45 min

    This is a check to see if learners can remember what variables are and how they can change

    Open learning check