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ComputingAlgorithms & ProgrammingAges 8–13

Decisions and input in programs

Use input (key presses, mouse clicks, sensors or typed answers) and branching blocks (if ... then, if ... then ... else) with comparison operators to make a visual program respond to the user

Lesson

Set out your lesson

“Decisions and input 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 Decisions and input in programs, add one harder example after success.

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

Continue learning
Share and support
Family records and proof options

Keep a record of your learning

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

Practice this concept

Start practice
Gakuva activity

Decisions and input in programs practice

Practice key ideas from Decisions and input in programs.

Free · no login · no ads · Practice answers and completion are not saved. Parent observation remains the lesson record.

Learning resources

Extra practice links — they do not replace Gakuva’s teaching approach.

Code.org · Practice link — not the full lesson

AI+CS education for ages 5 to 11

Open practice (new tab)
Before you open · source notes

Free computing activity hub useful for Decisions and input in programs. An adult picks one activity; not a single graded exam.

Free activity pages, no sign-in required for the tested path.

Before you open

Ask the learner what steps they followed and what they would try next.

Opening this link does not save learning or assess mastery.

Source, access and review notes

Public Code.org 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.

Code.org. “AI+CS education for ages 5 to 11.” External page; Gakuva does not copy, host, embed, or redistribute materials.

Unknown — link only

Check understanding

  • Program a character to move left and right when the arrow keys are pressed
  • Write a quiz question that asks for an answer and uses 'if answer = 12 then say Correct, else say Try again'
  • Use a comparison such as 'if score > 5' or 'if touching colour red' to change what the program does and explain the condition
“Can your child make a simple game in a coding app where pressing the arrow keys moves a character, or a quiz that says 'Correct' or 'Try again'?”

Curriculum record

Type
Procedural
Subject
Computing
Domain
Algorithms & Programming
Age range
Ages 8–13

Standards

acara-v9:AC9TDI4P04the-ontario-curriculum-mathematics-2020:ON-MATH-2020-G5-C3.1the-ontario-curriculum-mathematics-2020:ON-MATH-2020-G5-C3.2the-ontario-curriculum-mathematics-2020:ON-MATH-2020-G6-C3.1the-ontario-curriculum-mathematics-2020:ON-MATH-2020-G6-C3.2the-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-A2.1the-ontario-curriculum-science-and-technology-20:ON-SCI-2022-G6-A2.1