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.
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Teaching approaches
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1 approach
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.
Materials: Paper command cards (forward, turn, repeat) OR a free visual-blocks editor preview; Pencil. 1. Say the goal of Decisions and input in programs in plain words once. 2. Adult lines up three command cards into a short sequence that reaches a goal. 3. Child builds three short sequences (or edits one) and tests whether the goal is met. 4. Fresh check: one fresh sequence that reaches the goal. Record and stop. Done: three tested sequences with pass/fail noted. Proof: parent note of examples and results. Stop: End after the fresh check; keep optional challenge for another day.
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 practiceDecisions 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
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 openAsk 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