# Headband lesson Create a charades game to play with your friends. ## Topic Collection ## Quick Links * [activity](/lessons/headbands/activity) * [quiz](/lessons/headbands/quiz) * [quiz answers](/lessons/headbands/quiz-answers) ## Class Year 7 ## Prior learning/place of lesson in scheme of work Learn how to create a charades game using **[arrays](/types/array)** to store and retrieve data. We'll learn how to create a charades game using global variables, a collection of strings, math add, Boolean, on logo down, on logo up, forever loop, if statements, running time as well as simple commands, such as show string and show number. ## What the teacher needs to know * Algorithm: An unambiguous set of rules or a precise step-by-step guide to solve a problem or achieve a particular objective. * Command: An instruction for the computer to execute, written in a particular programming language. * Data: A structured set of numbers, possibly representing digitized text, images, sound or video, which can be processed or transmitted by a computer, also used for numerical (quantitative) information. * Decomposing: The process through which problems or systems are broken down into their component parts, each of which may then be considered separately. * Input: Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors. * Output: The information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly through the control of motors in physical systems. * Programmable toys: Robots designed for children to use, accepting input, storing short sequences of simple instructions and moving according to this stored program. * Program: A stored set of instructions encoded in a language understood by the computer that does some form of computation, processing input and/or stored data to generate output. * Script: A computer program typically executed one line at a time through an interpreter, such as the instructions for a Scratch character. * Selection: A programming construct in which one section of code or another is executed depending on whether a particular condition is met. * Sequence: To place program instructions in order, with each executed one after the other. * Simulation: Using a computer to model the state and behaviour of real-world (or imaginary) systems, including physical or social systems; an integral part of most computer games. * Variables: A way in which computer programs can store, retrieve or change data, such as a score, the time left, or the user’s name. **QuickStart Computing Glossary ## Documentation * **collection** * **[variables](/blocks/variables)** * **[Boolean](/blocks/logic/boolean)** * **[on logo up](/reference/input/on-gesture)** * **[on screen down](/reference/input/on-gesture)** * **[on screen up](/reference/input/on-gesture)** * **[show string](/reference/basic/show-string)** * **[game library](/reference/game)** ## Resources * Activity: [tutorial](/lessons/headbands/activity) * Quiz: [quiz](/lessons/headbands/quiz) ## Objectives * learn how a collection is a group of variables of the same type stored together * learn how to create a global variable as a place where you can store data so that you can use it later in your code, accessible across functions and in nested code blocks * learn how to repeat code in the background forever * learn how to learn how to conditionally run code depending on whether a condition is true or not * learn how to run code when the @boardname@ is oriented perpendicular to the floor with the logo down * learn how to get the number of milliseconds elapsed since the script began * learn how to show a string on the @boardname@ screen * learn how to show a number of the @boardname@ screen ## Links to the National Curriculum Programmes of Study for Computing ## Progression Pathways / Computational Thinking Framework ### Algorithms * Designs solutions (algorithms) that use repetition and two-way selection, ie if, then and else.(AL) * Uses logical reasoning to predict outputs, showing an awareness of inputs (AL) * Recognises that different solutions exist for the same problem (AL) (AB) Understands that iteration is the repetition of a process such as a loop (AL) * Represents solutions using a structured notation (AL) (AB) ### Programming & Development * Creates programs that implement algorithms to achieve given goals (AL) * Declares and assigns variables(AB) * Understands the difference between, and appropriately uses if and if, then and else statements(AL) * Uses a variable and relational operators within a loop to govern termination (AL) (GE) * Has practical experience of a high-level textual language, including using standard libraries when programming(AB) (AL) * Uses a range of operators and expressions e.g. Boolean, and applies them in the context of program control. (AL) * Selects the appropriate data types(AL) (AB ### Data & Data Representation * Understands the difference between data and information(AB) * Performs more complex searches for information e.g. using Boolean and relational operators(AL) (GE) (EV) ### Hardware & Processing * Knows that computers collect data from various input devices, including sensors and application software (AB) ### Communication Networks * Demonstrates responsible use of technologies and online services, and knows a range of ways to report concerns Understands how search engines rank search results (AL) ### Information Technology * Collects, organizes, and presents data and information in digital content (AB) * Makes appropriate improvements to solutions based on feedback received, and can comment on the success of the solution (EV) * Uses criteria to evaluate the quality of solutions, can identify improvements making some refinements to the solution, and future solutions (EV) Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation ## Activity * time: 20 min. * [tutorial](/lessons/headbands/activity) * [quiz](/lessons/headbands/quiz) ## Intended follow on Publish script to the classroom.