Year 7 · Spring 2
Scratch I: Programming essentials · Lesson 2 of 5
Variables: score and lives
PracticalTopic 13 Programming basics
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
You will learn to
- Explain what a variable is: a named box that holds one value at a time.
- Create a score variable that goes up by 1 each time the sprite is clicked.
- Use a lives variable that starts at 3 and counts down.
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Success criteria
You have got it when you can say:
- I can make a variable and show it on the stage.
- I can set the score to 0 when the green flag is clicked.
- I can make lives go down by 1 and say the value after each change.
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Retrieval starter
Questions from before. Write your answers, then show them.
- Last lesson
An 'if… else…' is…
A SelectionB IterationC Sequence
A. Selection
- Last unit
Which field makes a good primary key?
A HouseB StudentIDC FirstName
B. StudentID
- Earlier this year
Caesar shift 1: 'CAT' becomes…
A BZSB CAT1C DBU
C. DBU
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Key words (1 of 2)
- variable
- A named place in memory that holds a value.
- assignment
- Storing a value in a variable. = in Python, ← in pseudocode.
- Casting
- Changing a value from one data type to another, like int("13").
- Concatenation
- Joining strings together: "7" + "7" = "77".
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Key words (2 of 2)
- Selection
- Choosing a path with if / else.
- Iteration
- Repeating steps: a loop.
- Boolean
- A value that is only True or False.
- Infinite loop
- A loop whose condition never becomes false.
The explanation · step 1 of 1 · part 1 of 2
Variables: labelled boxes
A variable is a named box in memory that holds a value.
score = 0 score = score + 10 print(score)
score = 0: make a box called score, put 0 in it. This is assignment.score = score + 10: read the right side first. 0 + 10 = 10. Put 10 back in the box.print(score)shows 10.
The explanation · step 1 of 1 · part 2 of 2
Variables: labelled boxes (continued)
In code, = means 'store', not 'equals'. To ask if two things are equal, use ==.
Scratch: the orange 'set score to 0' and 'change score by 10' blocks.
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Try it: Watch the variable boxes
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Quick quiz · 1 of 3
Which loop always runs at least once?
- A WHILE … ENDWHILE
- B REPEAT … UNTIL
- C FOR i ← 1 TO 0
B. REPEAT … UNTIL
REPEAT … UNTIL checks its condition at the end, after the first run.
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Quick quiz · 2 of 3
x ← 4, then x ← x × 2, then x ← x + 1. What is x?
- A 8
- B 12
- C 9
C. 9
4 × 2 = 8, then 8 + 1 = 9. Each line replaces the old value.
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Quick quiz · 3 of 3
Which shape is used for OUTPUT total?
- A Diamond
- B Parallelogram
- C Rectangle
B. Parallelogram
Input and output are always parallelograms.
Year 7 · Scratch I: Programming essentials · Lesson 2 of 5
Exit ticket
Answer on paper before you go. Then check.
What does print("3" + "4") show?
A An errorB 34C 7
B. 34 They're strings, so + joins them: 34.
What does 17 % 5 give?
A 2B 3.4C 3
A. 2 17 ÷ 5 = 3 remainder 2. % gives the remainder.