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Coding and problem solving

Occupations and Technology

Coding and problem solving

An AR classroom game for Grade 6. Learners can aim with their hands at the camera or play by tapping the screen.

This set has 6 questions in an interactive multiple choice activity.

Curriculum indicatorว 4.2 ป.6/2

A look before you play

Sample questions

A few real prompts from the game to help you choose an activity for your class.

  1. What is a variable for?

    • Store values that can change
    • Store commands that repeat many times
    • Decorate the screen
    Read the explanation

    Holding a value that can change, so it can be used later.

  2. What good does breaking a program into parts do?

    • The program will have no errors at all
    • Each part is easy to fix and test on its own
    • The computer always runs faster
    Read the explanation

    Each part is easier to fix and test than one long stretch.

  3. What should testing a program cover?

    • Only the cases you expect to work
    • Only the one data set the teacher gave
    • Both normal cases and extreme cases
    Read the explanation

    The ordinary cases and the extreme ones that might break it.

Before you play

Game teaching guide

What children will practise

Use deeper programming ideas: variables, breaking a program into parts, testing normal and extreme cases, flowcharts, code comments, and finding where a program starts going wrong.

What's in the worksheet

6 questions, multiple choice with 3 options each - A variable stores values that can change - Splitting a program: each part is easy to fix and test (not that it will have no errors) - Testing: both normal and extreme cases - A flowchart shows the sequence of steps as a picture - When a program goes wrong: first find the step where it starts

How to use it in class

Use in the Grade 6 coding unit before a Scratch or micro:bit project. 5-6 minutes. - Play as a class, then children point out a variable in a sample project, such as the game score - For question 3, think up extreme cases for a grading program: 0, 100, or a negative mark - If many miss question 1, ask "Does the score change while you play, and where does the program remember it?" - Play it linked to a class and the scores go into the class gradebook.

Common sticking points

- In question 1, choosing store commands that repeat, confusing variables with the loops learned in Grade 5 - In question 3, choosing only the teacher's data set, since that is all classes usually test - In question 6, choosing restart the computer first, the usual fix for computer problems

Coding and problem solving — AR game for Grade 6 | Krufahda