Teacher guide Β· Think Lab Β· Harder Β· about 35 min

πŸ“¦ Variable Vault

Pupils practise problem solving through "Variable Vault": Store and change values in a game.

Lesson guide

  1. 1. Hook Β· 5 min

    Show the πŸ“¦ mission title and read the opening: "score = 5, then score = score + 3. score is…". Take three quick guesses.

  2. 2. Model Β· 5 min

    Think aloud through the first step together. Use Cog the Owl's line as your prompt: "Good thinking. Show me the why."

  3. 3. Do Β· 10 min

    Pairs work through the 4 steps on screen or on the printed sheet. Circulate and ask "why?"

  4. 4. Discuss Β· 10 min

    Use two or three of the discussion questions. Ask pairs to share different answers, not just correct ones.

  5. 5. Reflect Β· 5 min

    Exit ticket: one sentence on how they used problem solving today.

Discussion questions

  • What was the hardest choice in "Variable Vault", and why?
  • score = 5, then score = score + 3. score is… β€” explain your reasoning to a partner.
  • What is a variable β€” explain your reasoning to a partner.
  • lives = 3. You lose one: which code β€” explain your reasoning to a partner.
  • Where could you use problem solving outside school this week?
  • If you did this again, what would you change?

Adapting it

Support: Read prompts aloud, pair with a confident partner, and accept spoken or drawn answers for writing steps.

Stretch: Ask pupils to create their own extra step for a partner and explain the correct answer.

Curriculum links

  • National Curriculum: Computing: algorithms, debugging and online safety
  • National Curriculum: Maths: reasoning mathematically and problem solving
  • National Curriculum: Computing: logical reasoning and algorithms
  • PSHE: Living in the wider world: making decisions and evaluating choices

Pupil sheet

πŸ“¦ Variable Vault

Name: ____________________ Β  Date: __________

  1. 1. score = 5, then score = score + 3. score is…

    ☐ 3

    ☐ 53

    ☐ 8

  2. 2. What is a variable?

    ☐ A fixed number

    ☐ A named box that stores a value

    ☐ An error

  3. 3. lives = 3. You lose one: which code?

    ☐ lives + 3

    ☐ lives = 1

    ☐ lives = lives βˆ’ 1

  4. 4. Design a game: list three variables it would need and what they store.