Lesson 5
Tracking the score
This lesson introduces variables as a way to track values in a program. Students learn how to create and name variables in a program. They modify their existing ‘Taking a tour’ program to include a score variable. This variable will reset when the green flag is clicked and increase in value when a user gets a correct answer. To conclude the lesson, students work through a testing checklist to make sure their program runs as intended.
Learning objective
Students will use a variable to store a changing value based on user input.
Standards
CSTA Standards
- 1B-AP-10: Create programs that include sequences, events, loops, and conditionals
- 1B-AP-11: Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
- 1B-AP-15: Test and debug (identify and fix errors) programs.
Multi-lesson projects
Students will use the same project across multiple lessons.
Lesson contents
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Scratch projects
Taking a tour
Student resource
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Multi-lesson project
Students will use the same project across multiple lessons