Designing an algorithm for a known user's need
Start with the user's problem, list the steps the solution must do, then add any decisions and repeats. Think about what the user puts in and needs out, and test the steps with them.
Understanding Designing an algorithm for a known user's need in Years 5–6 Creating Digital Solutions
What it does: An IF ... THEN ... ELSE adds a decision to the steps, which is the next part of designing an algorithm after the steps are listed. A REPEAT loop is added to the listed steps when something must happen more than once. Start with the main steps in order. Then add IF decisions and REPEAT loops only where the user's need calls for them. Inputs are what the user puts in, like typing or tapping. The score shown on screen is an output. User feedback helps you improve the algorithm. Designers change the steps and test again. Inputs are the information the known user gives the solution, so the algorithm must plan for them.
Common mistakes: An IF decision needs the word THEN after its condition. The line should be IF choice = salad THEN so Mia's lunch price is only changed when she picks salad. The coach's input is stored in laps, but this line uses lap, a name that was never set up. It should be REPEAT UNTIL count = laps so the loop stops at the number the coach gave.
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This module's key terms are also in a printable crossword (Modules 21–30) and word search (Modules 21–40).
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