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Variables: Score and Timer

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This worksheet marks itself

Set it as homework or classwork and every answer is marked as pupils go, with feedback on what they got wrong. The scores go straight into your mark book, so you can see who needs help before the next lesson.

  • 13 questions
  • 35 marks
  • about 32 minutes
  • marked instantly

Question types: multiple choice, short answer, sorting, true or false, fill the gap.

One question from this worksheet

  1. 1. The question
  2. 2. A pupil answers
  3. 3. Marked instantly

About this resource

Scratch Programming, Lesson 5 of 8. What a variable is and is not; making a score that starts at 0 and goes up when a coin is collected; a countdown timer that ends the game; and using and so the Goal only wins with all three coins. Pupils build in Scratch 3 on the maze from lesson 4.

17 slides.

Lesson outline

  1. 7?
  2. Do Now
  3. Variable — What It Is and What It Is Not
  4. Make and Use a Variable
  5. Hinge Check — Why Does It Start at 3?
  6. Part 1 — Variable or Fixed?
  7. For All Sprites or This Sprite Only?
  8. Part 2 (together) — Score and Coins
  9. Part 2 — Check, Test and Save
  10. One Coin, Done Properly
  11. Part 3 (together) — Countdown and a Fair Win
  12. Part 3 — Check, Test and Save
Unit bundleScratch Programming
Part of: Scratch Programming: the whole unitEvery resource in the unit in one zip.

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