Fifth graders learn conditionals — “if-then” instructions that let programs make decisions — doing one thing when a condition is true, so code can react to what’s happening.
Students will be able to…
How does a game know to end when you win, or a character know to stop at a wall? Code can make decisions! How do “if-then” conditionals let programs choose what to do?
Project this and match each “IF” condition to the “THEN” action — tap an IF, then tap what happens.
Tap any phase to open the teacher moves and student actions.
How does a game know to end when you win? Code can make decisions!
Students practice.
Students use the tool.
Students modify.
Students conclude.
Aligned to the CSTA K-12 Computer Science Standards and ISTE Standards for Students.
Create programs that use conditionals to express ideas.
Create programs using events and control structures.
Decompose problems into parts.
Computational Thinker.
Preview the three formative checks. Tap “Sample answer” to see what mastery looks like — hide them before you print for students.
Have students write an “if-then” rule for a game they invent — like “if you touch a star, then you score a point.” A printable conditionals sheet 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.