Unplugged Lesson
Beginner
30 mins
Teacher led
What you need:
Printer
Pen & Paper
Interactive Display

If This, Then That: Conditional Fun!

In this lesson, the students will learn to sequence actions using "if/then" statements, helping them understand cause and effect relationships and laying the groundwork for logical thinking in coding.

This exercise fosters their ability to recognize and predict outcomes based on given conditions, which is essential for programming.

Learning Goals Learning Outcomes

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    1 - Introduction

    Today, you'll be guiding your students through a series of interactive activities designed to help them grasp the concept of 'if/then' statements. This lesson builds on their understanding of sequencing from previous lessons and is a crucial step toward understanding conditional logic, which is fundamental in coding.

    The format of this lesson is:

    • Play an 'If/Then' version of Simon Says
    • Engage students with an 'If/Then' interactive whiteboard game
    • Complete an 'If/Then' activity worksheet

    2 - Bossy Words Recap

    Start by asking the students, "Can you remember some examples of the bossy words we talked about last week?" Encourage them to share words like "sit," "stop," "run," and "clean." Take a moment to discuss what these bossy words mean and how they tell us what to do. If helpful, you can revisit the Bossy Words slides and interactive game from Lesson 1 to reinforce the concept.

    Next, ask the students if they can recall the 'first and then' activity in the previous lesson. Encourage them to think of any examples. Explain that today, they will be learning about the terms 'if' and 'then.'


    3 - If/Then Game

      Introduce the game to the students by explaining that they will be playing a version of Simon Says, but this time using the word "if." Start with simple instructions that include "if," such as:

      1. "Put your hands in the air if you have black hair,"
      2. "Touch your toes if you have a brother,"
      3. "Jump up and down if you like football."

      Refer to the teacher notes for a longer list of 'if' commands that you can use during the game.

      If you'd like to make the game more challenging, try using more complex 'if' situations, like "Clap your hands if you are wearing red and have a pet," or "Jump up and down if you like football and have a sister."
      You may need to emphasise to the students that the commands will not always apply to them and they have to listen closely to make sure they are following the correct commands.

      4 - If/Then Slideshow

      Begin the activity by displaying the slideshow picture of a sunny day on the board. Read the line attached: "If it is sunny outside, thenโ€ฆ" Ask the children to describe what they see and predict what might happen next.

      Encourage the students to select the option they think best fits the situation and take a vote to see what they should do next. Repeat this process with additional examples to reinforce the concept of "if" and "then" statements.


      5 - If/Then Worksheet

      Begin by printing and distributing the 'If/Then' Activity Worksheet (โžก๏ธ)to your class.

      For this worksheet, students must draw what they believe would happen in different scenarios.

      Display the worksheet on the whiteboard so that everyone can follow along. Start with the first image, which shows 'If it is raining.' Engage the students by asking what they think might happen next in this scenario. Encourage responses like using an umbrella, putting on a coat, splashing in puddles, or staying inside.

      Draw the class's chosen answer in the 'Then' box on your whiteboard. 

      Allow the students to draw their own answers into the 'Then' box on their worksheets. 

      Continue this process with the remaining two 'if' scenarios, encouraging discussion about the students' explanations and illustrations. 


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