Year 7

Fly cat, Fly!

Year 7

Fly cat, Fly!

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Lesson details

Key learning points

  1. In this lesson, we will introduce condition-controlled loops. We will predict, run, investigate, and modify code for a Scratch the cat flying game.

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4 Questions

Q1.
Which of these statements best describes decomposition
Correct answer: Breaking down a problem into small manageable chunks
Executing a sequence of instructions in any order
When you use a subroutine to write an algorithm
Writing a sequence of instructions
Q2.
Which of these sets of instructions is not a subroutine? (Image source: Scratchblocks)
An image in a quiz
Correct answer: A
B
C
D
Q3.
Where do you need to click in order to create your own subroutine in Scratch?
Control
Events
Correct answer: My Blocks
My Subroutines
Q4.
Once you have created a subroutine, what block do you need to use to execute the subroutine?
A forever block
A key press block
Correct answer: A subroutine call
An execute block

3 Questions

Q1.
A learner has created the following piece of code to check if a password is correct or not. They want to improve it so that it will only give a maximum of three attempts before locking them out of the game for 60 seconds. What programming construct should they use for this? (Source: Scratchblocks)
An image in a quiz
A Forever loop
A Repeat 3 loop
Correct answer: A Repeat until loop
Three If/else statements
Q2.
A learner has created the following block of code, when will the loop terminate? (Source: Scratchblocks)
An image in a quiz
Correct answer: Never
When ‘number’ holds the value ‘3’
When ‘number’ holds the value ‘4’
When ‘number’ is higher than ‘3’
Q3.
What will be the output of this program when it is executed? What will the sprite say? - (Source: Scratchblocks)
An image in a quiz
1, 2, 3, 4
1, 2, 3, 4, 5
Correct answer: 1, 2, 3, 4, 5, 6
Nothing