Algorithms that Sort and Test - Year 6
Students learn to build an algorithm that tests each number in a finite set, records one result per input and stops at the stated end. The main example selects odd multiples of 3 from integers 1–30. Worked cards and a colour display make both branches visible. Guided, core and transfer traces lead into a partner game, repair tasks and an independent assessment. A separate half-unit threshold example provides a bounded extension.
What's included
- 24-page Unit Plan PDF with two teacher preparation pages, one display, four worked-card pages, three trace sheets and matching red-answer pages, three game pages, two repair/rehearsal sheets and matching red-answer pages, assessment and matching answer page, and rubric.
- Editable 18-slide presentation in PPTX format.
- Editable 26-slide quiz in PPTX format, including 12 question/answer pairs.
- Combined 68-page watermarked Preview PDF.
Learning focus
Specify the input domain, follow ordered decisions, trace every input once, explain retained and excluded values, and state the stopping condition.
Classroom use
Five 45–60-minute lessons with modelling, partner discussion, independent practice, game-based application and assessment. Step cards and partial traces support access; the finite half-unit threshold extends the same decision method.
Formats and answers
PDF and editable PPTX. The Unit Plan PDF has 24 pages, the presentation 18 slides and the quiz 26 slides. Six student practice/assessment pages have immediately following red-answer pages; the teacher preparation guide also includes the game key.
Teacher benefits
Ready-to-use sequence with explicit decisions, full traces, bounded practice and criterion-referenced assessment evidence.
Digital product and licence
Digital download only; no physical product. Use is subject to the licence terms presented by the Sukindi shop at purchase.