English:Conditions and Decision Making

Conditions and Decision Making
Introduction
Every day, you make choices. You decide what to wear, which route to take, what to do first, and how to respond when something changes. Computers also make choices, but they need very clear rules.
A condition is a statement that can be checked. It helps decide what happens next. For example: If it is raining, then take an umbrella. The condition is "it is raining." The action is "take an umbrella."
In this course, you will learn how conditions, choices, and algorithms work together. You will also practise making clear and thoughtful decisions in real life and in simple computer programs.


Pedestrian signals are real-world examples of changing information. Different signals can lead to different actions. Always follow local road rules, check traffic carefully, and cross only when it is safe.
Learning Goals
By the end of this aiMOOC, you can explain what a condition is, use if-then and if-then-else rules, read simple flowcharts, compare choices, think about consequences, and create your own decision rules.
Conditions: Rules That Help Us Choose
A condition asks whether something is true or false, yes or no, or matches a rule. Conditions are useful because they connect information to an action.
Here are some everyday examples:
If your homework is finished, then pack it in your school bag.
If the traffic light is red, then stop.
If the library book is due today, then return or renew it.
The condition comes first. The action follows only when the condition is met.
In a flowchart, a decision is often shown with a diamond shape. The question inside the diamond leads to different paths depending on the answer.
True and False
In computing, a condition often has one of two results: true or false. This type of two-choice value is called a Boolean value.
Suppose the rule is: If the score is greater than 10, then show "Level complete." If the score is 12, the condition is true. If the score is 8, the condition is false.
You can test a condition by asking, "Can I clearly decide whether this is true or false?" If the answer is not clear, the condition may need to be rewritten.
Conditions in Coding
Programs use conditions to choose between actions. A condition does not "think" like a person. It follows the rule that the programmer wrote.
As you watch, listen for the words if and then. Think of one school example that could be written as an if-then rule.
If-Then and If-Then-Else
If-Then
An if-then rule gives an action only when a condition is true.
If the battery is low, then charge the tablet.
If the battery is not low, the rule does not say that anything special must happen.
A simple pattern is:
IF condition, THEN action.
This pattern is useful when only one special action is needed.
If-Then-Else
An if-then-else rule gives one action when a condition is true and a different action when it is false.
If the classroom window is open, then close it before leaving; else leave it as it is.
The word else means "otherwise." It gives a second path.
The diagram shows the idea of two possible paths after a condition is checked.
While watching, notice how an if statement can lead to one action, while an if-else statement can choose between two actions.
More Than One Condition
Sometimes one rule is not enough. You may need to check two ideas together.
With and, both conditions must be true. Example: If the assignment is finished and your name is on it, then hand it in.
With or, at least one of the conditions can be true. Example: If today is Saturday or Sunday, then use the weekend schedule.
For Grades 5–6, it is most important to write these rules in clear everyday language before turning them into code.
Flowcharts and Decision Trees
A flowchart shows steps and choices with shapes and arrows. It helps you see what happens first, what decision must be made, and where each choice leads.
A start or end shape marks where a process begins or finishes.
A decision shape shows a question or condition. A process shape shows an action. Arrows show the direction to follow.
Reading a Flowchart
When you read a flowchart, start at the beginning and follow the arrows. At each decision, read the condition carefully. Choose the branch that matches the answer.
For example, imagine this question: Is your water bottle full?
If yes, put it in your bag.
If no, fill it first, and then put it in your bag.
The same decision can be written as words or drawn as a flowchart.
Decision Trees
A decision tree starts with a question and branches into possible choices. Each new question can create more branches.
Decision trees are helpful when a choice depends on several conditions. They can also help you compare what might happen after each choice.
Imagine choosing a study activity. First ask, Do I need to practise vocabulary? If yes, choose flashcards or a word game. If no, ask, Do I need to practise explaining ideas? That second question creates another branch.
Making Thoughtful Decisions
Conditions are useful in computer programs, but people need more than rules. Real-life decisions may involve goals, safety, fairness, feelings, time, and incomplete information.
A thoughtful decision can follow this simple process:
Name the goal. What are you trying to achieve?
Gather useful information. What facts do you need?
Think of options. What could you do?
Consider consequences. What might happen after each option?
Choose and act. Pick a reasonable option and carry it out.
Review. Did the choice work well? What could you improve next time?
This image shows one way of representing a decision-making process. Different problems may need different numbers of steps.
Facts, Predictions, and Preferences
Good decisions become easier when you separate three kinds of thinking.
A fact is information you can check, such as "The bus arrives at 8:00."
A prediction is what you think may happen, such as "The bus may be crowded today."
A preference is what you like or value, such as "I prefer to sit by the window."
When you know which kind of statement you are using, you can explain your choice more clearly.
Consequences and Trade-Offs
A consequence is something that happens because of a choice. Some consequences happen quickly, while others happen later.
A trade-off happens when one option has a benefit but also a cost. For example, walking to school may take longer than a car ride, but it may give you exercise. The best choice depends on the situation, safety, and your goal.
Fair and Safe Choices
A good decision should not only be fast. It should also consider safety and how other people may be affected.
Ask yourself:
Is it safe?
Is it fair?
Do I have enough information?
Who might be affected by this choice?
Can I explain my reason?
These questions help you slow down when a choice matters.
From Everyday Rules to Algorithms
An algorithm is a set of steps for completing a task or solving a problem. Conditions make an algorithm flexible because they allow different steps in different situations.
Imagine an algorithm for getting ready for school:
Start by checking the weather.
If it is raining, pack a raincoat.
Check your timetable.
If you have physical education, pack sports clothes; else continue with your usual school bag.
Do a final check for homework, lunch, and water.
Now the algorithm can react to different conditions instead of doing exactly the same thing every day.
Debugging a Decision Rule
In computing, debugging means finding and fixing mistakes. You can also debug a decision rule.
Check whether the condition is clear.
Check whether every needed outcome has a path.
Try examples where the condition is true.
Try examples where the condition is false.
Ask whether the rule could create an unsafe or unfair result.
A strong decision rule is clear enough that another person can follow it and get the expected result.
Interactive Tasks
Quiz: Test Your Knowledge
What is a condition? (A statement that can be checked to guide what happens next) (!A picture used only for decoration) (!A list that can never change) (!A random guess with no rule)
Which word usually introduces the second path in an if-then-else rule? (Else) (!Start) (!Repeat) (!Draw)
What two results does a Boolean condition usually have? (True and false) (!Fast and slow) (!Big and small) (!Early and late)
What shape often represents a decision in a flowchart? (Diamond) (!Circle) (!Star) (!Triangle)
What does an arrow show in a flowchart? (The direction to follow) (!The age of the programmer) (!The size of the computer) (!The color of the screen)
What is the purpose of an if-then rule? (To perform an action when a condition is true) (!To make every action happen at once) (!To avoid checking any information) (!To remove every choice from a process)
What should you do before making an important choice? (Gather useful information) (!Ignore the goal) (!Choose without thinking) (!Hide the possible consequences)
What is a consequence? (Something that happens because of a choice) (!A shape that always means start) (!A word that means the same as fact) (!A computer that has no program)
What is a trade-off? (A choice with both a benefit and a cost) (!A choice with no possible result) (!A fact that can never be checked) (!A rule that has only one word)
Why do programmers debug decision rules? (To find and fix mistakes) (!To make conditions less clear) (!To delete every branch) (!To avoid testing the rule)
Memory Game
| Condition | A statement that can be checked |
| Outcome | What happens after a choice or rule |
| Branch | A path that follows a decision |
| Boolean | A value that is true or false |
| Algorithm | A set of steps for a task or problem |
| Flowchart | A diagram of steps and decisions |
| Consequence | A result that follows a choice |
Drag and Drop
| Match the correct terms. | Topic |
|---|---|
| Take an umbrella | The weather is rainy |
| Charge the tablet | The battery is low |
| Use the second path | The first condition is false |
| Follow the arrow | You are reading a flowchart |
| Review the result | You have acted on a decision |
...
Crossword Puzzle
| Condition | What do you call a statement that can be checked? |
| Branch | What is one path after a decision called? |
| Outcome | What word means the result of a choice? |
| Boolean | What type of value is true or false? |
| Flowchart | What diagram shows steps, arrows, and decisions? |
| Algorithm | What word means a set of steps for solving a problem? |
LearningApps
Cloze Text
Open-Ended Tasks
Easy
- If-Then Poster: Create a one-page poster with three school-life if-then rules and a small drawing for each rule.
- Decision Diary: Record two choices you make in one day, the information you used, and what happened afterward.
- Traffic Signal Explanation: Explain in your own words how a pedestrian signal uses conditions to guide a safe action.
- Condition Card Game: Make six cards with simple conditions and six matching action cards, then test the game with a classmate.
Standard
- Classroom Flowchart: Draw a flowchart for a classroom routine that includes at least two decisions and clearly labeled paths.
- Choice Interview: Interview a family member or school staff member about a decision they make often, then summarize the conditions and consequences involved.
- Story with Branches: Write a short adventure story in which the reader makes at least three choices that lead to different outcomes.
- Rule Testing: Write five if-then or if-then-else rules for a simple game, test them with a partner, and revise any rule that is unclear.
Advanced
- Decision Tree Project: Build a decision tree that helps a learner choose a suitable study activity based on time, materials, and learning goals.
- Scratch Condition Challenge: Create a small Scratch project that uses at least two conditions, then explain what happens when each condition is true or false.
- Fairness Audit: Examine a classroom decision rule, identify who benefits or may be left out, and redesign the rule to make it clearer and fairer.
- Decision Explainer Video: Produce a two-minute video teaching younger learners how to compare options, predict consequences, and explain a final choice.
Learning Assessment
- Explain a Rule: Given an everyday if-then-else rule, identify the condition, both possible paths, and explain why each path makes sense.
- Repair a Flowchart: Study a flowchart with a missing branch, add the missing path, and justify your repair.
- Compare Two Choices: Compare two options for solving the same school problem, describe at least one consequence of each, and choose one with a reason.
- Translate to an Algorithm: Turn a short everyday routine into ordered steps that include at least one condition.
- Test Edge Cases: Create examples that make a condition true and false, then explain whether the rule still works in both cases.
- Design for Safety and Fairness: Improve a decision rule so that it considers both safety and people who may be affected by the choice.
Evidence of Learning
Knowledge: You can explain conditions, true and false results, if-then rules, if-then-else rules, branches, flowcharts, algorithms, consequences, and trade-offs.
Skills: You can read a simple flowchart, write clear decision rules, test both possible outcomes, compare options, and explain the reason for a choice.
Products: Useful evidence can include a flowchart, decision tree, poster, Scratch project, branching story, interview summary, or explainer video.
Transfer: You can use the same thinking in a new situation, such as planning a route, choosing study strategies, following safety rules, designing a game, or solving a group problem.
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