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Hi.

I'm Rebecca, your computing teacher for the programming part six unit.

For this lesson, you're going to need a pen and paper so that you can do some design work in this lesson.

You're also going to need to make sure that you remove as many distractions as you can out of the way so that you can really focus in this lesson.

Once you've got that ready, we can begin.

In this lesson, you will design the programme for a challenging project using flowchart or pseudocode.

How might this code snippet help with the battle boats programme then? Have a think about those questions.

So take a look at the code, think about where this code snippet might be used in your battle boat programme.

Pause the video while you have a think about that.

So these are some things that you might've come up with.

So to check if a coordinate has been entered correctly, you would need to make sure you checked for the number as well.

And you could use a "while in" as well to check if a coordinate had been used.

So that might be a useful code snippet that'll help you along the way.

So pseudocode or flowchart.

So this programme will be designed, sorry, this lesson you will be designing your programmes.

You can choose to design your programme using pseudocode or flowchart.

So whichever one you're more comfortable with, that is the one you choose to use.

And your success criteria document will be able to help you with your design.

And here is an example task 1 success criteria.

So this is what I gave you last lesson.

You can take this success criteria and use it to help you with your pseudocode or flowchart.

So here is the example in pseudocode.

So you have subroutine menu.

Output so "Choose from:".

New game.

Resume game.

Instructions.

and quit.

So you can see there how the success criteria can go to that.

And then you can have some different options.

So selection statements to go to different subroutines based on what they have entered there.

Here's an example of that as a flowchart.

So you've got menu, you've got your options, they input the answer and then selection statements that take you to those other subroutines.

So depending on which one you choose, that's kind of the direction that you're going to need to go in.

The design stage of a project allows you to think about how you might create the programme.

It should not be a full solution.

It does not need to be perfect.

And you will refine your ideas as you begin to code your solution.

Try to cover the main areas of the programme.

Think about the subroutines that you might need and even create a structure diagram if you think that might help you.

Old programmes are definitely your friend.

Revisit past worksheets and programmes to help give you an idea of how you might structure aspects of your design.

So I've already given you a code snippet at the beginning of this lesson.

And then at the end of last lesson as well, you looked at the notes across this game too.

So those things are definitely going to help you with this programme.

And also plenty of other things that you've been doing along the way are going to help you too.

So what I want you to do now is take the time to revisit the Scenario Documentation and the Success Criteria from Lesson 8 and design your game.

And you can use pseudocode or flowchart, you don't need to use both.

Pause a video while you have a go.

Right.

Here's another code snippet then for you.

So how might this code snippet help? Pause the video while you think about that.

Well, when saving the game for Task 8, that's definitely going to help you out, isn't it? Because if you're going to have to save it to an external data file.

And it would make sense to save it into a CSV because that's going to keep that structure in a tabular format.

To save target attempts as well and to save the computer battle boat locations.

So that's the end of this lesson.

So you should be starting to now get a good idea of how this program's going to work.

You've gone through that success criteria.

You've done some design work now and some thinking.

And next lesson, you're going to be starting to code the solution.

And if you'd like to, please ask your parent or carer to share your work on Instagram, Facebook, or Twitter tagging @OakNational and #LearnwithOak, if you'd like to share some of your design work.

And I'll see you again soon for the next lesson.