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ComputingAlgorithms & ProgrammingAges 10–13

Variables in programs

Create and use variables in visual programs to store and change values — such as a score, a timer, a counter or a user's answer — and use them in conditions

Lesson

Set out your lesson

“Variables in programs means practising the idea at the table with a simple screen-free or sandbox check. We will demo once, then your child tries.”

Bring to the table

  • Paper command cards (forward, turn, repeat) OR a free visual-blocks editor preview
  • Pencil
Extra for the adult

Worked example. Forward, forward, turn right reaches the star. Changing the order fails.

Optional challenge. For Variables in programs, add one harder example after success.

What to notice. Keep one parent note: examples tried; results; support used. This session samples Variables in programs, not mastery.

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Save photos, notes, and attendance. Export a proof packet for compliance or portfolio reviews.

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Gakuva activity

Variables in programs practice

Practice key ideas from Variables in programs.

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Learning resources

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CS Unplugged · Practice link — not the full lesson

Topics

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Before you open · source notes

Topics supports Variables in programs. An adult previews and guides; this is a learning page, not a scored quiz.

Free educational page, no sign-in required for the tested path.

Before you open

Ask the learner one fact they learned and one question they still have.

Opening this link does not save learning or assess mastery.

Source, access and review notes

Public CS Unplugged page. An anonymous GET on 2026-11-12 returned HTTP 200 with no login or payment prompt for this URL. Opening the link does not save practice or assess mastery. An adult should preview and guide the learner.

CS Unplugged. “Topics.” External page; Gakuva does not copy, host, embed, or redistribute materials.

Unknown — link only

Check understanding

  • Create a 'score' variable in a game that starts at 0 and increases by 1 each time the player catches an object
  • Store a user's typed name in a variable and use it in a message (e.g. 'Hello Sam!')
  • Use a variable in a condition (e.g. 'if lives = 0 then game over') and explain what the variable holds at each stage
“In a game your child made with block coding, can they make a score that goes up each time the player wins a point, and end the game when the lives run out?”

Curriculum record

Type
Procedural
Subject
Computing
Domain
Algorithms & Programming
Age range
Ages 10–13

Standards

acara-v9:AC9TDI6P05the-ontario-curriculum-mathematics-2020:ON-MATH-2020-G7-C3.1the-ontario-curriculum-mathematics-2020:ON-MATH-2020-G7-C3.2the-ontario-curriculum-science-and-technology-20:ON-SCI-2022-G5-A2.1