Unplugged Lesson
Beginner
40 mins
Teacher/Student led
+50 XP
What you need:
IWB/Projector/Large Screen

Conditionals

Hello! In this lesson, you'll lead your 7-8 year old students in exploring conditionals through fun, unplugged action games. They'll learn to follow and create simple if…then (else) rules, building foundational digital skills without devices.
Teacher Notes

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    1 - Introduction

    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.

    2 - Choosing Your Setting: Classroom or Hall/Outside

    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.

    3 - Outdoor game 1: Traffic Lights

    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.



    Make it more fun (pick a few add-ons)

    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.

    4 - Outdoor Game 2: Conditional Relay Race

    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)

    1. Mark 3–5 lanes with a start line and a cone stack 8–12 m away.

    2. Post the Colour → Action key where everyone can see it.

    3. 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).

    5 - In Class Game 1: If/Then Simon Says

    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):

    1. Explain: “IF I say ‘Simon says’, THEN do the action. Else (no ‘Simon says’) don’t move.”

    2. Start slowly: “Simon says clapturn… Simon says tap knees…”

    3. 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.

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