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

Smart System Design

In this lesson, you'll explore the world of smart systems by designing your own. Start with understanding rules in everyday systems, learn conditional structures, and create a smart system with logical rules in a group activity.
Learning Goals Teacher Notes

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    1 - Introduction

    This lesson introduces students to smart system design through exploring rule-based systems and conditional logic. As the teacher, prepare by familiarising yourself with rule-based systems and conditional logic. Start with a discussion on everyday rules in games or machines like traffic lights. Guide students through creating conditionals using IF-THEN structures. Facilitate group activities to design smart systems, encouraging creativity. Conclude by linking to real-world programming concepts.

    2 - The Rule-Based World

    Ask the students to think of something in their lives that runs on rules. Think about a game, a sport, or a machine. What are their rules?

    Discuss examples like a traffic light or a vending machine. Explain that these are simple systems that follow a set of rules.


    Today, the students are going to be system designers. They will create your own 'smart' machine by writing its rules. These rules are called conditionals. They allow our machine to make decisions.

    3 - Explain the Structure

    Write the basic structure on the board.

    • IF [something is true] THEN [do something]

    • IF [something is true] THEN [do this] ELSE [do something else]

    Point out that conditions can be combined.

        • IF [it's cold] AND [it's raining] THEN [wear a jacket]
        • IF [you are hungry] OR [it is lunchtime] THEN [go to the kitchen]

            Briefly explain the difference between AND (both conditions must be true) and OR (at least one condition must be true).

            4 - Guided Practice: The

            Set the Scene by having students imagine they are designing a 'Smart Locker' for school. It needs to have some rules to help students.


            As a class, come up with a few rules for the locker. For Example:

            • Rule 1: IF the code is correct, THEN the locker opens.

            • Rule 2: IF the code is incorrect, THEN a red light flashes.

            • Rule 3: IF the school day is over AND the locker is closed, THEN send a message to the student to check for books.

              Ask the students to probe for problems with the rules. What if they enter the correct code, but the locker is already open? Does the red light still flash?

              This leads to a discussion about making rules specific and avoiding conflicts.

              5 - The Main Activity: Design Your Smart System

              Now, in groups, students will design their own smart system. They can choose from one of these ideas or come up with their own!

              • The Smart Garden: IF the soil is dry, THEN turn on the sprinkler.
              • The Pet Robot: IF the pet is hungry, THEN it makes a beeping sound.
              • The School Supply Vending Machine: IF the correct money is inserted AND a button is pressed, THEN the pencil is dispensed.

              Give each group a stack of index cards.

              The task: The group must design a system and write at least 5 conditional rules for it, with one rule per card.

              Their rules must use if... then... or if... then... else.... Encourage them to use AND or OR for at least one of their rules.

              Have them draw a simple diagram of their system on a separate piece of paper.

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