Coding · Grade 6
Algorithms, Pseudocode and Tracing
Learners discover what makes an algorithm precise, ordered and finite by programming a library delivery robot, then plan algorithms in simple pseudocode. They learn to trace step by step with a trace table, and to debug by finding the first line where a traced value goes wrong.
- 4 lessons
- About 75 minutes
- Check what you learned: 8 questions
- Ways to answer: program with blocks, choose an answer, put code in order, trace code, highlight a text and type a number
What learners will discover
- Explain what makes an algorithm precise, ordered and finite, and spot ambiguous instructions.
- Put algorithm steps in a working order and write simple pseudocode using SET, INPUT and OUTPUT.
- Trace pseudocode with a trace table, recording each variable's value as it changes.
- Find and fix a mistake in an algorithm by tracing it with a known example.
Lessons
-
What makes an algorithm? 6 steps3 practiceabout 18 min
-
Sequences and pseudocode 6 steps3 practiceabout 18 min
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Tracing with a trace table 6 steps3 practiceabout 20 min
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Debugging an algorithm 5 steps3 practiceabout 18 min
-
Check what you learned 8 questions at the end
Keep exploring
Games to practice with
- Robot RoutesSnap together arrow, repeat and dance blocks to guide Bolt the robot home.
- Bug DetectiveA robot program almost works. Run it, spot the buggy block, and fix it.
- Sorting FactoryTurn a work order into if/else rules and watch the conveyor sort every item.
More 6th grade coding
- 6th Grade Coding Games5 games to play free
- 6th Grade Coding Worksheets10 printable worksheets
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