Turning an algorithm into a visual program
Turn each algorithm step into a matching block: SET becomes set, ASK becomes ask and wait, IF becomes if, REPEAT becomes repeat. Then run it to check it does what the algorithm says.
Understanding Turning an algorithm into a visual program in Years 5–6 Creating Digital Solutions
What it does: IF in an algorithm matches the 'if' block. The condition goes in the hexagon slot and the steps to do go inside the block. SET becomes the 'set' block. It gives the variable its starting value. ASK becomes 'ask and wait'. It waits for the user to type an answer. A 'say' block only shows a message and does not wait for a reply. Always run your program and compare what happens with the algorithm. This helps you spot any mistakes. Sequence matters. Blocks run from top to bottom, so they must match the order of the algorithm steps.
Common mistakes: The algorithm step is SET score to 0, so it needs the 'set' block. 'change ... by' only adds to the old value, so the score would not start at 0. It should be: set score to 0. Each time round the loop the algorithm adds 1 to steps, so it needs the 'change by' block. 'set' would put steps back to 1 every time. It should be: change steps by 1.
Free printable worksheet with full answer key — or add this module to a class and your students practise it interactively.
This module's key terms are also in a printable crossword (Modules 61–74) and word search (Modules 41–74).
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Quick Questions
Match the Pairs
Key Term
step -> blockFill in the Blanks
Spot the Error
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