Unit of Work 2: Programming Concepts 1
Step 4 of 5: 1.8 – Introduction to Variables

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)
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.
Lessons 1.1-1.7
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
This is a check to see if learners can remember what variables are and how they can change
Open learning check