Students explore how rules can control behaviour in systems, similar to how computers follow programmed rules.
Tap a step to mark it as done.
Teach: rule, system, follow, decide, action. Use frames: 'If… then…'.
Use gestures or actions instead of writing.
Can students create and follow rules? Can they explain outcomes?
Fully unplugged.
Students may create unclear or conflicting rules.
Rule-based systems are used in programming, games, and decision-making systems.
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