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ComputingLogic and problem solving28 min★★★ difficulty

Solving problems computationally across subjects

Computational thinking is not just for computing lessons — it is a way to attack problems in science, maths, geography and beyond.

Part of your national curriculum
  • Algorithms and programming: Understand a range of ways to use technology across the curriculum to analyse, design and solve problems computationally

Lesson overview

What you'll learn in this lesson

Understand a range of ways to use technology across the curriculum to analyse, design and solve problems computationally

Key learning points

  • • Abstraction: keep what matters
  • • Algorithms outside computing
  • • Pattern recognition and simulation

This lesson at a glance

  • 28 minutes
  • 13 parts to scroll through
  • 3 quick checks
  • Marked quiz at the end
  • Gentle pace: short sittings with pauses

Words to know

technologyacrosscurriculumdesignproblems

Scroll down — the lesson carries on below

Part 1 of 13 · Discover8%
1

Watch & discover

Part 1 of 13

Watch first

Solving problems computationally across subjects

An English teaching video on this topic from Spanning Tree. Watch it, then scroll down for the lesson.

In a nutshell

Understand a range of ways to use technology across the curriculum to analyse, design and solve problems computationally

2

Learning cycle

Part 2 of 13

Learning cycle 1 of 2

Part 1 · Abstraction: keep what matters

A short piece of teaching, then a check to make sure it has landed.

3

Explore the idea

Part 3 of 13

Learn

Abstraction: keep what matters

When modelling population growth in geography, you ignore individual people's names and focus on birth rate, death rate and migration numbers. Abstraction strips away detail that does not affect the answer, leaving a model simple enough to calculate.

4

Explore the idea

Part 4 of 13

Learn

Algorithms outside computing

A recipe, a science experiment method and a maths long-division procedure are all algorithms: precise step-by-step instructions. Writing them as numbered steps makes it obvious where a step is missing or in the wrong order.

5

Quick check

Part 5 of 13

Quick check

What is 'abstraction' in computational thinking?

6

Reset break

Part 6 of 13

Pause

That's sitting 1 of 2 done

Stretch, get a drink, look out of the window. There is no timer and nothing is counting down — your place is saved, so you can come back in five minutes or tomorrow.

Stop here for now
7

Quick check

Part 7 of 13

Quick check

A step-by-step recipe is an example of...

8

Learning cycle

Part 8 of 13

Learning cycle 2 of 2

Part 2 · Pattern recognition and simulation

A short piece of teaching, then a check to make sure it has landed.

9

Explore the idea

Part 9 of 13

Learn

Pattern recognition and simulation

Spreadsheets let you spot patterns in exam-style data, and simple simulations (for example a spreadsheet model of a bouncing ball's height each second) let you test 'what if' scenarios instantly rather than doing every calculation by hand.

10

Quick check

Part 10 of 13

Quick check

Why use a spreadsheet simulation for 'what if' questions?

11

Challenge round

Part 11 of 13

Game · Sort it

Which of these are true?

Drag each card into the right column. Tap a card first if dragging is fiddly.

True

Not true

12

Mastery quiz

Part 12 of 13

Marked quiz

End of lesson quiz: Solving problems computationally across subjects

3 questions, marked with the reasoning shown. No timer.

  1. 1. What is 'abstraction' in computational thinking?

  2. 2. A step-by-step recipe is an example of...

  3. 3. Why use a spreadsheet simulation for 'what if' questions?

13

Lesson round-up

Part 13 of 13

Lesson round-up

Ready when you are

Quiz score

Not sat

Games

Not played

Points this lesson

0

Best run

0 in a row

Luna: 0 out of 3 on the practice checks. Only if you feel up to it — one more?

Ask Luna

Do the work

Your written work for this lesson

This is the part you'd do in your book at school. Pick the pieces below, write here or on paper, and photograph anything you draw or work out.

Article

How a supermarket checkout knows the price

When a barcode is scanned, the checkout does not store the price itself. It sends the barcode number to a database and reads back a record: product name, price, whether it needs an age check. The record is the single place the price lives, so changing one row changes every till in the shop at once.

Problems come from bad data, not bad scanners. If two products share a barcode, or a price update reaches the shop overnight but the till holds an old copy in its cache, customers are charged the wrong amount. Shops check this with test transactions: scan a known item, expect a known price, record what actually happened.

Good systems also log every scan. If a customer complains, the log shows exactly which record was used and when.

Written for Good Learning Co.

Reading questions

  1. Write in your own words what the checkout sends and what it receives back.
  2. Explain one way bad data could cause a wrong price, and how logging helps find it.
  3. Design a test table with four tests for a new checkout, with expected and actual results.
  • Reading and notes

    Reading

    Read the lesson text again and note the key terms and how each one is used, in your own words — as you would for revision.

    Half a page of notes

  • Extended writing

    Writing

    Explain a real system that uses this idea — how it works, where it can go wrong, and how you would make it safer or better.

    250–350 words

  • Algorithm on paper

    Diagram

    Write your steps out as pseudocode or a flowchart before you type anything, then photograph it.

    1 flowchart or 10 lines

  • Code write-up

    Writing

    Copy your code in, then explain underneath what each part does and what you had to fix.

    Code + 5 sentences

  • Test table

    Working out

    Make a test table: what you tried, what you expected, what actually happened.

    4–6 tests

Saved as you type.

Part 1 of 13 · Watch & discover

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    Understand a range of ways to use technology across the curriculum to analyse, design and solve problems computationally

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