← Years 7–8 Data & Information

The iterative cycle: create, test, improve

Making a version, testing it, getting feedback and improving it, then repeating the cycle until it does its job. Save numbered versions and change one thing at a time.

Understanding The iterative cycle: create, test, improve in Years 7–8 Data & Information

What it does: Making only one change per version lets you test it and know whether that change helped or not. Iteration ends when the success criteria are met. If they are not met, you make another version and repeat the cycle. Iteration is a cycle. You create, test, collect feedback and improve, then go around again until the solution does its job. Numbered versions show the order of your changes and make it easy to go back to an earlier one. Numbered versions do not prevent bugs, but they let you return to a working version and try again. Keeping numbered versions is part of iteration, so every improvement can be compared and undone if needed.

Common mistakes: This tests a version that does not exist yet. Each cycle should test the current version: test(version). The cycle is create, test, improve. Publishing without testing skips the test step. It should be test(version).

Class: _____________________  ·  Name: _____________________  ·  Date: _________

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 100–124) and word search (Modules 87–124).

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Each concept is reinforced from every angle — learned, then applied, then tested.

Learning
Duo
Which describes iteration in a project?
Build it once and never change itMake a version, test it, get feedback, improve it, then repeat
Matches
Saved over the old file: game.html (no earlier versions kept)
↓
Overwriting the old version means you cannot go back if the new change breaks something. Save numbered versions like game_v1, game_v2.
Applying
Meanings
Term
iteration
Meaning
Making a version, testing it, getting feedback and improving it, then repeating the cycle until it does its job. Save numbered versions and change one thing at a time.
Practice
version <- 1
Testing
Gaps
Check Answer
Spots
2REPEAT
3 test(version + 1)

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Quick Questions

1. Which describes iteration in a project?
A. Build it once and never change it
B. Make a version, test it, get feedback, improve it, then repeat ✓
Iteration is a cycle. You create, test, collect feedback and improve, then go around again until the solution does its job.
2. You finish the first version of your class quiz app. What should you do next?
A. Test it and ask classmates for feedback ✓
B. Hand it in straight away because it is finished
After creating a version, you test it and collect feedback so you know what to improve.
3. Which is the better file name for saving versions of your poster design?
A. poster_final, poster_final2, poster_REALLYfinal
B. poster_v1, poster_v2, poster_v3 ✓
Numbered versions show the order of your changes and make it easy to go back to an earlier one.
4. Testers say your app has a confusing menu AND the colours are hard to read. What is the best approach?
A. Change one thing, save it as a new version, then test again ✓
B. Change everything at once and hope it all works
Changing one thing at a time lets you see which change helped or caused a problem.
5. True or false: Iteration only happens once, after the project is finished.
A. False: it is repeated during the project ✓
B. True: you only improve at the end
The cycle of create, test and improve repeats many times. Each loop makes the solution better.

Match the Pairs

poster_v1.png, poster_v2.png, poster_v3.png → Saving numbered versions so each improvement is kept and you can go back to an earlier one
Create → Test → Feedback → Improve → Repeat → The iterative cycle: make a version, test it, collect feedback, improve it, then go round again
Change one thing at a time so you can tell which change made the difference → v2: made the button bigger (nothing else changed)
Stop iterating when the solution meets its purpose and testers have no important problems left → if (testers_happy and meets_purpose) then stop else make_next_version
Saved over the old file: game.html (no earlier versions kept) → Overwriting the old version means you cannot go back if the new change breaks something. Save numbered versions like game_v1, game_v2.
v3: new colours, new menu, new logo, new sounds all at once → Too many changes at once. If testers dislike v3 you cannot tell which change caused the problem. Change one thing per version.

Key Term

iteration
Making a version, testing it, getting feedback and improving it, then repeating the cycle until it does its job. Save numbered versions and change one thing at a time.

Fill in the Blanks

1. REPEAT improve(app) UNTIL goal_met
Hint: Type the keyword that starts a loop which cycles through the improvements again and again.
2. version ← 1 version ← version + 1 save(version)
Hint: Type the operator that raises the version number each time you save a new numbered version.
3. create(version1) test(version1) improve(version1)
Hint: Type the function name for the step that comes between creating and improving.
4. WHILE NOT goal_met improve(app) ENDWHILE
Hint: Type the word that keeps the cycle going while the goal has not yet been reached.
5. IF goal_met THEN stop() ENDIF
Hint: Type the variable name that tells you whether the solution does its job, so you know when to stop iterating.

Spot the Error

Question 1
A version ← 1
B REPEAT
C test(version + 1)
D improve(version)
E version ← version + 1
F UNTIL goalMet
Line C — This tests a version that does not exist yet. Each cycle should test the current version: test(version).
Question 2
A apply(oneChange)
B save("app_v" + version)
C publish(version)
Line C — The cycle is create, test, improve. Publishing without testing skips the test step. It should be test(version).
Question 3
A save("game")
B test(version)
C version ← version + 1
Line A — Saving with no version number overwrites the old file, so you cannot go back. Use a numbered name like "game_v" + version.
Question 4
A feedback ← getFeedback()
B IF purposeMet THEN
C restart()
D ELSE improve(design)
Line C — When the design meets its purpose you should stop iterating. Restarting wastes effort. It should be stop().
Question 5
A test(version)
B feedback ← ignoreUsers()
C improve(version, feedback)
Line B — Iteration needs feedback from real users to know what to improve. Ignoring them breaks the cycle. It should be askUsers().

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