pong lesson




Year 7

Prior learning/place of lesson in scheme of work

Learn how to create functions, function() that perform a specific task and returns a result. We will be learning how to create a pong game using functions, global variable forever loop, global variables, Boolean, for loop, input on button pressed, if statements, as well as simple commands, such as plot, unplot and pause.

What the teacher needs to know

  • Algorithm: An unambiguous set of rules or a precise step-bystep 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 digitised text, images, sound or video, which can be processed or transmitted by a computer, also used for numerical (quantitative) information.
  • Hardware: The physical systems and components of digital devices; see also software.
  • 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




  • learn how to create a function as a unit of code that performs a specific task and returns a result
  • learn how a return statement exits a function and returns a value to the code
  • learn how to call an existing function in your script
  • 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 arithmetic operators operate on numbers and return a number
  • learn how a Boolean type has one of two possible values: true or false
  • learn how to repeat code in the background forever
  • learn how to conditionally run code depending on whether a condition is true or not
  • learn how to run code when an input button is pressed
  • learn how to show a string on the micro:bit's LED screen
  • learn how to turn on a LED light on the LED screen. Learn how to specify which LED using x, y coordinates
  • learn how to turn off a LED light on the LED screen. Learn how to specify which LED using x, y coordinates
  • learn how to pause your code for the specified number of milliseconds

Links to the National Curriculum Programmes of Study for Computing

Progression Pathways / Computational Thinking Framework


  • Designs solutions (algorithms) that use repetition and two-way selection, ie if, then and else.(AL)
  • Uses diagrams to express solutions.(AB)
  • Uses logical reasoning to predict outputs, showing an awareness of inputs (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)
  • Uses post-tested loop e.g.‘until’,and a sequence of selection statements in programs,including an if,then and else statement(AL)
  • 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)
  • 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

  • Defines data types: real numbers and Boolean (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


Extended Activity


  • Extended Activity: quiz

Intended follow on

Publish script to the classroom.