Today we’re learning conditionals. A conditional is a simple rule: it checks a condition (the “IF” part) and tells you the action (the “THEN” part). Computers use these rules all the time and follow them exactly.
Say to the class (short and friendly):
“An IF is a check. A THEN is what we do.
If I show red, then take one step.
If I show blue, then turn on the spot.
If it’s anything else, freeze.”
Write IF → THEN (→ ELSE) on the board and point as you speak. Emphasise that if the action doesn’t match the rule, that’s a bug—we fix the words and try again.
This lesson includes two versions of the games—one for a small classroom space and one for a larger hall/outdoor area. Pick the option that best fits your group today; both versions hit the same learning goal (using if…then rules). You can also start in-class and switch outside later if energy or space needs change.
Set the scene (to pupils):
“Today you’re cars. Cars follow conditions: IF the light is green, THEN go; IF it’s yellow, THEN slow; IF it’s red, THEN stop.”
Setup (1–2 min):
Mark a simple loop/track with cones. Space pupils out on the track.
Core rules (start here):
IF green, THEN go (quick small steps).
IF yellow, THEN slow walk.
IF red, THEN stop/freeze.
Run one slow lap to practise the three lights.
Announce these as extra IF…THEN rules during play. Keep it snappy!
IF I say “tractor,” THEN move big and slow (wide turns, “chug-chug”).
IF I say “Ferrari,” THEN tiny, fast steps (safe “vroom!”).
IF I say “bus,” THEN travel in pairs (side-by-side, wider turns).
IF you hear a “siren,” THEN pull over to the side and freeze (ambulance passing).
IF you reach a “speed bump,” THEN squat once and carry on.
IF I call “roundabout,” THEN spin once before continuing.
IF I call “tunnel,” THEN duck low for three steps.
IF I say “roadworks,” THEN tiptoe past a cone.
IF I call “pothole,” THEN hop over an imaginary hole.
IF you see the “zebra crossing,” THEN stop, count 3, then go.
IF I say “speed camera,” THEN freeze and smile for one beat.
IF I say “flat tyre,” THEN hop on one foot for three steps.
IF I say “electric car,” THEN silent tiptoe for five steps.
IF I say “bicycle,” THEN pedal arms while walking.
IF I say “police stop,” THEN hands up, freeze until “go.”
IF I say “fuel stop,” THEN pull into the “pit,” clap-clap-clap, then rejoin.
Big idea: Pupils practise if…then by sprinting to a stack of coloured cones. Each colour = condition that triggers a specific action. They perform the action and run back to tag the next runner. You add more colours/conditions as they master the rules.
Equipment
3–5 stacks of mixed-colour cones (one stack per team/lane)
A large Colour → Action key on the board or a printed card at the start line
Cones to mark lanes and a turning point
Set-up (1–2 min)
Mark 3–5 lanes with a start line and a cone stack 8–12 m away.
Post the Colour → Action key where everyone can see it.
Split pupils into equal teams behind each start line.
Teach the rules (30–60 sec)
“IF you draw red, THEN do a squat jump once and run back.”
“IF you draw blue, THEN do 3 jumping jacks,” etc.
Demo one full run slowly: run → pick top cone → do action → return → tag.
Suggested Colour → Action key (edit to suit)
Red = 1 squat jump
Blue = 3 jumping jacks
Yellow = turn around once
Green = freeze pose for 2 counts
Orange = 4 side steps (2 each way)
Purple = robot arms for 3 counts
White = balance on one foot for 3 counts
Black = tiptoe 5 steps
How to play (Round structure)
Round 1 (single condition): Runners take the top cone only, perform its action, and return. First team to 6 clean turns wins.
Round 2 (two in a row): Call “Pick 2!” Runners take the top two cones and must perform in order (great for then).
Round 3 (introduce ELSE): Add a pink cone = “Else: if it’s not red, then clap twice.” If a pupil draws pink, they follow the else rule instead of the colour action.
Round 4 (repeat/loop spice): Add a striped cone = “Repeat ×2 last action” to match your loop visuals.
Teacher moves that keep it fun
Call quick rule changes mid-game: “Blue now means wave!” (debug together if someone forgets).
Vary the pick count (“Pick 3!”) to chain conditions.
Rotate a runner-ref who watches for correct actions and shouts “Bug—reset!” (redo that turn).
Goal: Hear the condition word (“Simon says…”) before acting.
Setup (1 min): Pupils at spots. Agree 3–4 simple actions (clap / tap knees / turn / freeze). Write on board.
How to play (5–7 min):
Explain: “IF I say ‘Simon says’, THEN do the action. Else (no ‘Simon says’) don’t move.”
Start slowly: “Simon says clap… turn… Simon says tap knees…”
Mix pace and add two-step chains: “Simon says clap, then turn.” (Order matters = sequencing.)
Make it richer (2–3 min):
Add a Repeat ×2 call: “Simon says repeat ×2 [clap].” (Match your loop visual.)
Pupil leader: a confident pupil becomes Simon for one minute.
Mini-debug: If someone moves without the condition, say “Bug—reset!” and replay the line.