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Programming Flowchart

This lesson introduces students to flowcharts, which can visually represent algorithms and programs. Key flowchart symbols such as start, end, input, output, and subroutine are identified and their uses described. Students will translate flowcharts into code sequences and design a flowchart for a math mind-reading trick program. Pair programming is used, with roles of driver and navigator, to create a program from a flowchart.

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Ruthie Abel
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0% found this document useful (0 votes)
37 views

Programming Flowchart

This lesson introduces students to flowcharts, which can visually represent algorithms and programs. Key flowchart symbols such as start, end, input, output, and subroutine are identified and their uses described. Students will translate flowcharts into code sequences and design a flowchart for a math mind-reading trick program. Pair programming is used, with roles of driver and navigator, to create a program from a flowchart.

Uploaded by

Ruthie Abel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Lesson/week 3:

Flowcharts
KS4 - Programming
Starter activity

Think, write, pair, share

This is a flowchart. A flowchart can be Start welcome


used to visually represent an algorithm or
program.
Output “Hello
Question . welcome
world!”

What do you think will happen when this


flowchart is executed as a program?
End End
Starter activity

Think, write, pair, share

The code will output “Hello world!” on Main welcome


the screen for the user.

Output “Hello
welcome
world!”

End End

Hello world!
Objectives

Lesson 3: Flowcharts
In this lesson, you will:
● Identify flowchart symbols and describe how to use them (start, end, input, output,
subroutine)
● Translate a flowchart into a program sequence
● Design a flowchart for a program

4
Activity 1

Flowcharts representing code

Flowcharts are used when designing Start welcome


programs.

They should be clear and precise, just Output “Hello


like your code. welcome world!”

Flowcharts are read from top to bottom.

End End
Activity 1

Flowcharts representing code

1 def welcome(): Start welcome


2 print("Hello world")
3
4 welcome()
Output “Hello
welcome
world!”

Start will be executed first as it is the


main program.
End End
Terminators (oval shapes) are used to
show the start and end of the program or
subroutines.
Activity 1

Flowcharts representing code

1 def welcome(): Start welcome


2 print("Hello world")
3
4 welcome()
Output “Hello
welcome
world!”

Arrows are used to show the flow of the


End End
program.

The arrow heads represent the direction


of the flow.
Activity 1

Flowcharts representing code

1 def welcome(): Start welcome


2 print("Hello world")
3
4 welcome()
Output “Hello
welcome
world!”

Welcome is referring to a subroutine call.


End End
A subroutine call is represented by a
rectangle with two lines at each side.
Activity 1

Flowcharts representing code

1 def welcome(): Start welcome


2 print("Hello world")
3
4 welcome()
Output “Hello
welcome
world!”

The subroutine is then executed.


End End
Activity 1

Flowcharts representing code

1 def welcome(): Start welcome


2 print("Hello world")
3
4 welcome()
Output “Hello
welcome
world!”

Subroutines are created in separate


End End
flowcharts that are linked via name and
symbol.
Activity 1

Flowcharts representing code

1 def welcome(): Start welcome


2 print("Hello world")
3
4 welcome()
Output “Hello
welcome
world!”

An output is represented using a


End End
parallelogram. This symbol is also used
for inputs.

Hello world!
Activity 1

Flowcharts representing code

1 def welcome(): Start welcome


2 print("Hello world")
3
4 welcome()
Output “Hello
welcome
world!”

At the end of the subroutine it will return


End End
to the main program. The same thing
happens with your flowcharts.

Hello world!
Activity 1

Flowcharts representing code

1 def welcome(): Start welcome


2 print("Hello world")
3
4 welcome()
Output “Hello
welcome
world!”

The main program will then resume.


End End
Or in this case, end.
Activity 1

Flowcharts representing code

Start Output “Hello


Terminators are used for world!”
Input name
the start and end of subroutines or
programs. An input or output is represented by a
parallelogram.
Arrows are used to show
the direction and flow of the program.

Subroutines are
There are many more symbols that can be used
represented by a rectangle with two lines
with flowcharts, which will be introduced in the
welcome
either side. coming lessons.
Activity 2

Use a flowchart to write a program

For the next activity you will be doing


some pair programming.

This is where you work in pairs and each


member is assigned a role of either the
driver or the navigator.

The driver’s role is to control the


keyboard and mouse, and type the code
into the correct places.
Activity 2

Use a flowchart to write a program

The navigator’s role is to help the driver


by watching for any mistakes, reading the
instructions to the driver, and seeking
support if needed.

Both partners must contribute equally.

There will be opportunities to swap roles


throughout the activity.
Activity 2

Use a flowchart to write a program

Use the ‘Translate a flowchart to write a


program’ to help guide you through the
pair programming activity.

Switch driver and navigator roles every


five minutes.
Activity 3

Design a flowchart

After a demonstration of the software,


begin designing a flowchart for a maths
mind-reading trick.

Find the instructions in the ‘Design a


flowchart’ handout.
Plenary

What are these symbols used for?


Plenary

What are these symbols used for?

Terminator: To symbolise the start and


end.

Subroutine call: To symbolise a change


of flow in execution to a subroutine.

Input/Output: To symbolise data being


input or displayed for the user.
Next lesson

Next lesson, you will…

Learn how to use variables appropriately


in your programs

21

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