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Variables and Assignment in Text Code

Storing a value under a name in written code, then replacing it later. The name holds whatever was last assigned to it, which is how a program remembers anything.

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What a learner can do afterwards

  • Assign a value to a name and print it back out
  • Predict what a name holds after two assignments in a row
  • Pick names that say what the value means instead of single letters

1 · Read

A variable is a named box holding one value. You create it with an assignment: the name on the left, the value on the right. In text code you write score = 0, and from then on score means 0.

Try it together

Programs remember by reassigning. Start with score = 0, then later write score = 5 after a goal. The same name now holds 5, and the old 0 is gone for good. To show a value, print it back out.

Values come in kinds. Text sits in quotes, like name = "Lia", while numbers stand bare, like age = 14. True and false stay lowercase with no quotes. Each kind behaves differently when your program uses it.

Good to know

Pick names that say what the value means. Player score beats x every time, because future you will read this code. Short single letters hide meaning, while clear lowercase names reveal it.

Store a value under a clear name, print it to show it, and reassign to change it.

2 · Watch

Take it off screen

Print a worksheetA4 with an answer key page for grown-ups. No screen, no internet.

Where it sits

Then practise

8 questions wait behind this lesson, each with its answer explained. Every answer feeds the sky: stars light as they are learned, and dim when it is time to come back.

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Variables and Assignment in Text Code · Computing, ages 14 to 15 · LightMySky