Curriculum topic

Conditions and Decisions

Conditions let a program choose between actions by asking a question that can be answered yes or no.

Why it matters

A small idea that returns in larger systems.

A game needs to decide whether a player won, a quiz needs to check an answer, and a robot needs to decide whether an obstacle is close enough to matter. Conditions turn information into behaviour.

Real-world connection

A thermostat asks whether a room is colder than its target. The important part is not the appliance; it is the boundary between two decisions and what happens on each side.

The connection shows where the idea returns; it does not claim every advanced application is taught in this first topic.

Math and logic kernel

The structure beneath the project.

Boolean question

A test with a true or false result.

If

Run an action only when a condition is true.

If / else

Choose between two paths.

Comparison

Test whether values are equal, greater, or less.

Small examples

Make one relationship visible at a time.

1

Quiz answer

Compare a response with the expected value.

2

Safe zone

Win if the player reaches a target.

3

Obstacle check

Turn if a sensor reports something close.

4

Fuel warning

Change behaviour below a chosen threshold.

Program connections

Where this topic appears.

Active now

Scratch & Game Design

Beginner-friendly programming through original games, animations, simulations, and interactive stories.

Active now

Robotics

Commands, sensors, simple electronics, simulations, and physical systems organized around Sense, Decide, Act.

Available later

Roblox Studio / Lua

A future bridge from visual programming to Lua, 3D objects, events, and larger game systems.

Available later

AI & Smart Machines

A future practical and critical program about patterns, predictions, prompts, limits, and human judgment.

Common mistakes

Useful clues, not reasons to stop.

Checking once

A changing game condition is tested only at startup.

Reversed comparison

The warning appears above the threshold instead of below it.

Overlapping outcomes

Win and loss can both become true without a priority rule.

Hidden assumption

The code assumes a value or state that was never initialized.

Lesson and projects

Use the idea inside a working system.

Open Lesson
Scratch & Game Design Complete downloadable pilot

Escape from the Giant Pigeon

Build a fast chase game with known positions, collision rules, win and loss states, and reliable restart behaviour.

  • Coordinates
  • Movement
  • Conditions
  • Collision
Open project