Third graders learn how code makes choices with if-then. If something is true, then do an action: if it is raining, then grab an umbrella. They match each if to its then, then write if-then rules of their own.
Students will be able to…
How does a program decide what to do?
Project this and match each if (a situation) to its then (the action) — tap the if, then tap the then.
Tap any phase to open the teacher moves and student actions.
What do you do IF it starts to rain?
Students use rules.
Students modify.
Students create.
Students close.
Aligned to the CSTA K-12 Computer Science Standards and the ISTE Standards for Students.
Create programs with conditionals (if-then).
Decompose a problem into smaller parts.
Test and debug a program to make sure it runs.
Use logic to make decisions.
Preview the three formative checks. Tap “Sample answer” to see what mastery looks like — hide them before you print for students.
Have students write one if-then rule for a game. A printable if-then worksheet is in the Computer Science library.
Tap a card to flip it, then rate whether you knew it. Built from this lesson’s vocabulary.
A quick self-check with instant feedback, drawn from this lesson’s key terms.
A print-and-go review sheet with a built-in answer key. Tap “Show answer key” to reveal answers, or print the clean version for students.