Year 4 Computing
Explore computing in Year 4 with Gina: conditions choose a branch, loops, events and testing, collect data fairly, and more.
Take a closer look ↓Chapters to explore
Selection lets a program choose an action when a condition is true or false. A condition must be something the program can check. Read comparisons carefully, because greater than and equal to do not mean the same thing.
Try it: Write a pretend if/else rule and test a value below, at and above its boundary.
Loops repeat actions, events trigger them, and conditions can change what happens. Keep track of which instructions repeat and when repetition stops. A program should have a clear start and a way to finish its intended task.
Try it: Write and trace a short event-and-loop program using paper instruction cards.
A data question determines what to record. Use consistent categories and measurements, and collect only information needed for the task. A small or uneven sample may not represent everyone. Keep personal information out of a classroom dataset unless an adult has arranged an appropriate purpose and safeguards.
Try it: Plan a non-personal observation table with consistent categories.
The internet carries information for services such as websites and messaging. Information travels through connected systems, not directly by magic. A device, connection or service problem can interrupt a task. Ask an adult before changing network or account settings.
Try it: Draw the different parts needed to open a school website.
Online content can inform, entertain or persuade. An advert is designed to influence choices. Check evidence behind a claim rather than relying on popularity. Write messages as respectfully as you would speak face to face, and ask before sharing another person’s information.
Try it: Compare a factual description and a pretend advert for the same object.
A design brief explains who a product is for and what it should do. Success criteria let you test it. A prototype is a first model for trying ideas. Feedback is most useful when it refers to the intended purpose rather than personal taste alone.
Try it: Plan and make a small digital product, then test three clear criteria.
A Boolean condition has a true or false result. AND requires both conditions; OR requires at least one in this simplified inclusive use. Read each condition carefully and test examples that make different combinations true.
Try it: Test a two-condition paper rule with four cases.
Validation checks whether input follows a rule, such as being a number in an allowed range. It does not prove the information is true. Clear instructions and checks can reduce mistakes. Review unusual values rather than silently replacing them.
Try it: Design a fictional input rule and test suitable and unsuitable entries.
Navigation helps people find where to go. Clear labels, consistent controls and feedback make a product easier to use. Do not rely only on colour or sound. A person should understand what happened after an action and how to continue.
Try it: Review a paper interface and improve two unclear controls.
Learning together
Each chapter brings together teaching, an example, practice and a practical discovery. Use the material with discussion and suitable offline activities. Choose a comfortable starting point and revisit explanations as needed.
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