GradeMap

Grade 4 · Science · Unit 7 of 8

Design & Computational Thinking

Plan, build, test and improve a solution

What your child practises

Children practise the steps of design (name a problem, brainstorm, build a prototype, test, improve) and basic computer-science ideas such as algorithms, loops and debugging.

Alberta Curriculum learning outcome: 4CS 1.1 · the design process, prototypes, testing and step-by-step instructions

Sample questions

A taste of this unit. In the app, questions change every time and get easier or harder to match your child.

  1. Question 1

    A sequence in a program is…

    📋
    • steps done backwards by accident
    • steps never done
    • steps done in order
    • steps done at random
    Show answer

    steps done in order

    Hint: Order matters in an algorithm.

  2. Question 2

    What are criteria in a design task?

    ✅
    • the colours you like
    • the price of the table
    • the things your design must do
    • the names of the builders
    Show answer

    the things your design must do

    Hint: For example, a bridge must hold 5 books.

  3. Question 3

    Which result best shows that a new design is better than the old one?

    📊
    • it did the job better in the same test
    • it looks bigger
    • it has more colours
    • its builder likes it more
    Show answer

    it did the job better in the same test

    Hint: Fair tests give evidence about which design is better.

  4. Question 4

    A paper bridge is supposed to hold 10 books but holds 6. What should the designer do?

    🌉
    • say the test was wrong
    • stop designing
    • change the design and test it again
    • add 10 more books
    Show answer

    change the design and test it again

    Hint: Testing shows what to improve.

  5. Question 5

    A design must be light, strong and cheap. Which of these is a trade-off?

    ⚖️
    • making it stronger may make it heavier or cost more
    • making it cheaper always makes it stronger
    • weight does not matter
    • there are no trade-offs
    Show answer

    making it stronger may make it heavier or cost more

    Hint: Good designers balance what matters most.

  6. Question 6

    After you test a prototype and find a problem, what comes next?

    🔁
    • give up
    • improve the design and test again
    • hide the results
    • paint it
    Show answer

    improve the design and test again

    Hint: Designers test and improve again and again.