Teacher guide ยท Think Lab ยท Harder ยท about 40 min

๐Ÿค– Build a Game Brain

Pupils practise problem solving through "Build a Game Brain": Reason through variables, conditions and game rules.

Lesson guide

  1. 1. Hook ยท 5 min

    Show the ๐Ÿค– mission title and read the opening: "lives = 3; lose one life twice. What is lives now?". Take three quick guesses.

  2. 2. Model ยท 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 ยท 15 min

    Pairs work through the 5 steps on screen or on the printed sheet. Circulate and ask "why?"

  4. 4. Discuss ยท 10 min

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

  5. 5. Reflect ยท 5 min

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

Discussion questions

  • What was the hardest choice in "Build a Game Brain", and why?
  • lives = 3; lose one life twice. What is lives now โ€” explain your reasoning to a partner.
  • Which rule unlocks a door only with a key AND 10 points โ€” explain your reasoning to a partner.
  • Why test a game with 0, 9 and 10 points โ€” 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

๐Ÿค– Build a Game Brain

Name: ____________________ ย  Date: __________

  1. 1. lives = 3; lose one life twice. What is lives now?

    โ˜ 0

    โ˜ 1

    โ˜ 2

  2. 2. Which rule unlocks a door only with a key AND 10 points?

    โ˜ Both conditions must be true

    โ˜ Either condition is enough

    โ˜ Neither condition matters

  3. 3. Why test a game with 0, 9 and 10 points?

    โ˜ To avoid testing the door

    โ˜ To change every rule

    โ˜ To check boundary cases

  4. 4. Connect the clues to their meanings.

    Variable โ†’ ________________

    Conditional โ†’ ________________

    Test case โ†’ ________________

  5. 5. Invent a game rule using score and a key. Give three test cases, including one that should not unlock the door.