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Introduction to Selection: If/ElseActivities & Teaching Strategies

Active learning works for teaching selection because students must act out logic, not just hear it. When Year 6 students physically sort conditions or trace sprite paths, they confront the binary nature of if/else decisions in ways a slide cannot match. Movement and collaboration make abstract branching concrete before they code it.

Year 6Computing4 activities25 min50 min

Learning Objectives

  1. 1Explain how an 'if/else' statement controls program execution based on a condition.
  2. 2Predict the output of a simple program containing a single 'if/else' structure.
  3. 3Design a short program that uses an 'if/else' statement to alter a character's behavior or appearance.
  4. 4Compare the execution paths of two programs, one with an 'if/else' and one without, given the same input.

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30 min·Pairs

Unplugged: Condition Card Sort

Provide cards with conditions, true/false outcomes, and actions. Pairs arrange them into if/else flows for scenarios like a game's win condition. Pairs then translate one flow into Scratch code and test it. Discuss variations as a class.

Prepare & details

Explain how an 'if/else' statement directs the flow of a program.

Facilitation Tip: During Condition Card Sort, give every pair a timer so they must justify their sort aloud before moving on.

Setup: Standard classroom, flexible for group activities during class

Materials: Pre-class content (video/reading with guiding questions), Readiness check or entrance ticket, In-class application activity, Reflection journal

UnderstandApplyAnalyzeSelf-ManagementSelf-Awareness
40 min·Pairs

Pair Programming: Sprite Decisions

In Scratch, pairs code a sprite that changes costume if a variable exceeds 5 or plays sound otherwise. They add a loop for repetition. Pairs swap codes to predict and debug partner versions.

Prepare & details

Predict the outcome of a simple program with a single 'if/else' condition.

Facilitation Tip: When Pair Programming Sprite Decisions, circulate with a checklist to ensure both partners speak each line of code before typing.

Setup: Standard classroom, flexible for group activities during class

Materials: Pre-class content (video/reading with guiding questions), Readiness check or entrance ticket, In-class application activity, Reflection journal

UnderstandApplyAnalyzeSelf-ManagementSelf-Awareness
50 min·Small Groups

Small Groups: Game Branch Challenge

Groups modify a shared Scratch game template: use if/else for score-based messages or enemy avoidance. Test against classmates, record bugs, and refine. Present one working branch to the class.

Prepare & details

Design a program where a character changes appearance based on a simple condition.

Facilitation Tip: In the Game Branch Challenge, ask each group to present one branch’s purpose before allowing them to test, building reasoning before action.

Setup: Standard classroom, flexible for group activities during class

Materials: Pre-class content (video/reading with guiding questions), Readiness check or entrance ticket, In-class application activity, Reflection journal

UnderstandApplyAnalyzeSelf-ManagementSelf-Awareness
25 min·Whole Class

Whole Class: Prediction Walkthrough

Display code snippets with if/else on the board or shared screen. Class votes on outcomes step-by-step, then runs in Scratch to verify. Volunteers explain flow corrections.

Prepare & details

Explain how an 'if/else' statement directs the flow of a program.

Setup: Standard classroom, flexible for group activities during class

Materials: Pre-class content (video/reading with guiding questions), Readiness check or entrance ticket, In-class application activity, Reflection journal

UnderstandApplyAnalyzeSelf-ManagementSelf-Awareness

Teaching This Topic

Teach if/else by making prediction the norm, not the exception. Ask students to sketch possible paths on paper before running code, using arrows to show which branch fires. Emphasize mutual exclusivity by having them place a finger on the condition and move it only along the path that matches. Keep mini-lessons under five minutes and let misconceptions surface in the activities where students can correct them together.

What to Expect

Successful learning looks like students confidently explaining why only one branch runs, correcting peers’ logic errors, and adjusting code to change outcomes. They should predict paths, debug mismatches, and justify reordering of statements without prompting.

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Watch Out for These Misconceptions

Common MisconceptionDuring Pair Programming: Sprite Decisions, watch for students who assume both branches will run if the condition is close to true.

What to Teach Instead

Have partners trace the code on paper first, drawing a single arrow along the path that matches the condition’s true or false result before they code.

Common MisconceptionDuring Condition Card Sort, watch for students who pair ‘if’ statements with any card, ignoring whether it evaluates to true or false.

What to Teach Instead

Ask students to read each condition aloud and circle only those that produce a clear true or false outcome before sorting.

Common MisconceptionDuring Game Branch Challenge, watch for students who think reordering if/else statements has no effect on outcomes.

What to Teach Instead

Require groups to rearrange their code twice, each time predicting the branch that will run, and note how the order changes behavior.

Assessment Ideas

Quick Check

After Pair Programming: Sprite Decisions, display a snippet with two possible branches. Ask students to write on a sticky note which branch will run for a given condition and why.

Exit Ticket

After Condition Card Sort, give students a new condition and two message blocks. Ask them to place the messages under the correct branch and justify their choice in one sentence.

Discussion Prompt

During Whole Class: Prediction Walkthrough, pose a scenario like a character changing costume on collision. Ask students to vote by show of hands whether the change happens in the ‘if’ or ‘else’ branch, then discuss the majority answer.

Extensions & Scaffolding

  • Challenge: Add nested if/else inside the Game Branch Challenge to create a second level of decision.
  • Scaffolding: Provide pre-written condition cards with blanks for students to fill in during the Unplugged sort.
  • Deeper exploration: Invite students to design a quiz game with multiple if/else conditions and present it to another class.

Key Vocabulary

if/else statementA programming structure that checks a condition. If the condition is true, one block of code runs; otherwise, a different block of code runs.
conditionA statement that can be evaluated as either true or false, used to make decisions in a program.
program flowThe order in which instructions are executed in a program. 'If/else' statements create branching paths in this flow.
branchingCreating different paths in a program's execution based on whether a condition is met. 'If/else' statements are a form of branching.

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