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Heartwing Academy

Year 4 Computing

Explore computing in Year 4 with Gina: conditions choose a branch, loops, events and testing, collect data fairly, and more.

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Year 4 Computing

Chapters to explore

Conditions choose a branch

Selection lets a program choose an action when a condition is true or false. A condition must be something the program can check. Read comparisons carefully, because greater than and equal to do not mean the same thing.

Try it: Write a pretend if/else rule and test a value below, at and above its boundary.

Loops, events and testing

Loops repeat actions, events trigger them, and conditions can change what happens. Keep track of which instructions repeat and when repetition stops. A program should have a clear start and a way to finish its intended task.

Try it: Write and trace a short event-and-loop program using paper instruction cards.

Collect data fairly

A data question determines what to record. Use consistent categories and measurements, and collect only information needed for the task. A small or uneven sample may not represent everyone. Keep personal information out of a classroom dataset unless an adult has arranged an appropriate purpose and safeguards.

Try it: Plan a non-personal observation table with consistent categories.

Internet services and messages

The internet carries information for services such as websites and messaging. Information travels through connected systems, not directly by magic. A device, connection or service problem can interrupt a task. Ask an adult before changing network or account settings.

Try it: Draw the different parts needed to open a school website.

Claims, adverts and respectful messages

Online content can inform, entertain or persuade. An advert is designed to influence choices. Check evidence behind a claim rather than relying on popularity. Write messages as respectfully as you would speak face to face, and ask before sharing another person’s information.

Try it: Compare a factual description and a pretend advert for the same object.

Plan a useful digital product

A design brief explains who a product is for and what it should do. Success criteria let you test it. A prototype is a first model for trying ideas. Feedback is most useful when it refers to the intended purpose rather than personal taste alone.

Try it: Plan and make a small digital product, then test three clear criteria.

Boolean choices and logical rules

A Boolean condition has a true or false result. AND requires both conditions; OR requires at least one in this simplified inclusive use. Read each condition carefully and test examples that make different combinations true.

Try it: Test a two-condition paper rule with four cases.

Data quality and validation

Validation checks whether input follows a rule, such as being a number in an allowed range. It does not prove the information is true. Clear instructions and checks can reduce mistakes. Review unusual values rather than silently replacing them.

Try it: Design a fictional input rule and test suitable and unsuitable entries.

Accessible navigation and feedback

Navigation helps people find where to go. Clear labels, consistent controls and feedback make a product easier to use. Do not rely only on colour or sound. A person should understand what happened after an action and how to continue.

Try it: Review a paper interface and improve two unclear controls.

Learning together

Each chapter brings together teaching, an example, practice and a practical discovery. Use the material with discussion and suitable offline activities. Choose a comfortable starting point and revisit explanations as needed.

Continue your discovery

Open this subject in the Academy for Gina’s explanations, examples and activities. The Academy supports shared learning and practical work; it is not independently certified as a complete home-education curriculum.

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