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Step 5 of 5

Unit of Work 2: Programming Concepts 1

Step 5 of 5: 1.9 – Introduction to If Statements

  1. 51.9 – Introduction to If Statements
Marty app
CurrentPrevious

1.9 – Introduction to If Statements

1.9 – Introduction to If Statements
Age / stage
8 - 10
Estimated time
45 minutes
Difficulty
Beginner
Products
Marty V1

On this page

  1. Lesson overview
  2. Before you begin
  3. Get learning
  4. Further challenge ideas
  5. Additional reading

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
41.8 – Introduction to Variables
Previous step1.8 – Introduction to Variables
Unit completeUnit overview

Lesson overview

In this lesson, students will continue to develop their understanding and programming skills by looking at a concept called if statements. Students will be asked to relate if statements to situations in real life before creating a small program where Marty responds to inputs such as random numbers or user input.

Learning objectives

  • Consider the actions and tasks that we could use robots like Marty to do
  • Understand how to read if statements and predict outcomes
  • Use if statement coding blocks to program Marty to respond to inputs

Key vocabulary

  • If statements
  • Coding Blocks
  • Functionality
  • Condition
  • Decisions

Prior learning

Lessons 1.1-1.8

Before you begin

Equipment

  • Marty the Robot
  • Marty Workbook (Lesson 5)
  • Laptops/Computers/Tablets
  • Access to the Scratch editor

Get learning

TimingActivityPossible adaptations
Timing—

1. Now that students have had a lot of time programming with Marty, they should now have an idea of what functionalities Marty has. Discuss with the class what tasks or things that they think robots like Marty could do

2. Introduction to if statements and compare to real life situations like the following IF there is a green man, THEN it is safe to cross the road

3. Ask students to think up some of their own examples of if statements

4. Split into groups so that there are 2-3 students per Marty and ensure that Marty is connected to a Scratch editor

5. Programming task of creating a Marty Magic 8 Ball where we will generate a random number and Marty will respond to this with an action or movement based on the number that is generated

Possible adaptations—

Further challenge ideas

  • Using the ask blocks like in the previous lesson, students could ask users questions and use their inputs as a way to decide what actions Marty should respond with

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