Year 7 › Scratch II: Subroutines and lists › Lesson 4 of 5
Year 7 · Summer 1 · Scratch II: Subroutines and lists Design a game with a flowchart before coding
Topic 11 Algorithms
KS3 Computing · An algorithm is a precise, step-by-step plan to solve a problem. Computational thinking turns a messy problem into one. Every algorithm is built from just three things: sequence, selection and iteration.
Computational Thinking Cambridge Lower Secondary Computing 0860
You will learn to Identify the main flowchart shapes: start/stop, input/output, process and decision. Create a flowchart of the main loop of a game. Explain why planning on paper first saves time when coding.
Success criteria I can name and draw the main flowchart shapes. I can draw my game's main loop, with an arrow going back up. I can talk the teacher through my flowchart before I start coding.
Algorithm Precise, ordered, finite steps to solve a problem.
Decomposition Breaking a problem into smaller ones.
Abstraction Ignoring detail that doesn't matter for the problem.
Sequence · selection · iteration Steps one after another. First this, then this.
Pseudocode Code-like writing for algorithms, without strict rules.
Trace table Records variable values step by step to check logic.
Variable A named place in memory that holds a value.
Flowcharts e.g. ExampleA loop in a flowchart is an arrow going back up to an earlier step.
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