Computer Science Grade 3 20 min

Branching Point 1: The First Decision

Students develop the first branching point in their story, offering the reader two or three choices.

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Introduction & Learning Objectives

Learning Objectives Define a 'branching point' in a story. Identify the 'if/then' structure in a simple decision. Explain how a single choice can lead to two different outcomes. Create a simple two-path story map on paper. Use a block-based coding concept to represent a single decision. Predict the outcome of a story based on a given choice. Have you ever wished you could choose what happens next in a cartoon? 🦸‍♀️ What if you could be the story boss? Today, we'll learn how to make a 'branching point,' which is a special spot in a story where a character has to make a choice. This first decision is super important because it changes the rest of the story. You will learn how to plan stories where your choices matter! Real-World Applicatio...
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Key Concepts & Vocabulary

TermDefinitionExample Branching PointA spot in a story where a character has to make a choice that changes what happens next.Should the cat chase the red ball or the blue string? ChoiceOne of the options a character can pick at a branching point.Picking 'chase the red ball' is a choice. OutcomeWhat happens in the story *after* a choice is made.The outcome of chasing the red ball is that it rolls under the sofa and gets lost. ConditionalA rule that says 'IF this happens, THEN that will happen.' It connects a choice to an outcome.IF the cat chases the red ball, THEN it will get lost under the sofa. EventAn action that makes something happen in our story, like a character making a choice.The cat deciding to chase the ball is an event. PathThe series of events and outcomes...
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Core Syntax & Patterns

The 'If/Then' Rule IF [a choice is made], THEN [an outcome happens]. Use this rule to connect a character's choice to what happens next. Every decision in your story will follow this pattern. The Two-Path Story Map Start -> Decision -> Path A OR Path B When you plan your story, always start with one beginning. Then, draw two lines from your first decision, one for each possible choice. This helps you see both story paths clearly.

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Sample Practice Questions

Challenging
You are writing a story about a superhero who just arrived at a burning building. What would be the BEST 'first decision' to give the player to create two very different story paths?
A.Do you rescue the people inside or stop the villain running away with a treasure?
B.Is your superhero costume red or blue?
C.Do you fly to the building or run to the building?
D.Do you feel scared or brave about the fire?
Challenging
At the start of a game, you choose a 'Dragon' companion. Much later, you are trapped by a rockslide. The story says, 'Your Dragon companion roars and smashes the rocks!' How did the story know you had a Dragon?
A.It just guessed what animal you would like the most
B.The computer stored a variable, like 'companion = Dragon', and checked that data at the rockslide event
C.It shows the Dragon story to everyone, even if they chose a different companion
D.It asked you what companion you had right before the rockslide
Challenging
A story about exploring a haunted house gives this first choice: 'A) Keep exploring the house' or 'B) Run away and end the story.' Why is this a WEAK first decision from a storytelling perspective?
A.Because one option ends the player's experience immediately
B.Because haunted houses are not good settings for stories
C.Because the choice text is too long for a player to read
D.Because running away is always the smartest option

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