← Back to Module 4

Module 4: Making Decisions

Parent Guide -- What to Say, How to Help, What to Watch For

Module Overview

What This Module Covers

  • If/then thinking in everyday life
  • Yes/no questions and binary thinking
  • Decision trees on paper
  • Conditionals (if/then blocks) in Scratch

Materials Needed

  • Paper and pencils (Lessons 1-3)
  • Small objects for sorting (Lesson 2)
  • Large paper and colored markers (Lesson 3)
  • Computer with web browser (Lesson 4)
Total time: about 60-80 minutes across 4 sessions of 15-20 minutes each

Lesson 1: If/Then Thinking

What to Say

"Every day, you make decisions without even thinking about it. Today we are going to notice those decisions and turn them into rules. The rules follow a pattern: IF something is true, THEN do something."

Start with a familiar example: "IF it is raining, THEN you take an umbrella. See the pattern?"

What to Watch For

  • Can they identify the "if" part and the "then" part?
  • Can they create their own if/then rules?
  • Do they understand "else" as the other possibility?

Making It Fun

The "What Would You Do?" game is the star activity. Make the situations silly sometimes: "IF a dinosaur showed up at breakfast, THEN..." Kids love making ridiculous rules, and silly or serious, the logical pattern is the same.

Lesson 2: Yes/No Questions

What to Say

"Did you know that with just yes and no, you can figure out almost anything? Let us play a game to prove it!"

After 20 Questions: "Which questions helped you the most? The ones that split everything in half are the most powerful."

20 Questions Tips

  • Play multiple rounds -- they get better fast
  • Start simple (animals, foods)
  • Praise smart broad questions, not just correct guesses
  • Point out when a question eliminates many options

The Sorting Activity

If using real objects, start with 8-10 items. Kitchen items work great (spoon, cup, plate, sponge, apple, napkin). If the child struggles, help them think of a question: "What is something that divides these into two roughly equal groups?"

Lesson 3: Decision Trees

What to Say

"Remember how we sorted things with yes/no questions? A decision tree is a picture of that. Each question is like a fork in the road. Let us draw one together!"

Drawing Tips

  • Use a big piece of paper -- trees spread out fast
  • Start with just one question and two branches
  • Add one more question to each branch
  • Use different colors for YES and NO branches
  • Sticky notes work great -- easy to rearrange

Choose Your Own Adventure

If your child loves stories, the adventure activity will be a highlight. Help them plan 2 choices, each leading to 2 more choices, for 4 endings total. They do not need to write long paragraphs -- a sentence per node is fine. The structure matters more than the writing quality.

Lesson 4: Conditionals in Scratch

What to Say

"Now you get to teach the computer to make decisions! We are going to use if/then blocks, which are just like the rules we have been making, but in code."

"The computer checks: is this key pressed? Is the sprite touching this color? And then it decides what to do."

Scratch Help

  • If/then blocks are in Control (yellow)
  • Conditions go in the diamond-shaped hole
  • "key pressed?" is in Sensing (light blue)
  • "touching color?" is also in Sensing
  • Use eyedropper to pick exact colors
  • Always put if/then inside a "forever" loop

This Lesson Has More Pieces

The interactive story project (Project 3) is the most complex thing in this module. It is fine to build it together, with you handling the trickier operator blocks while your child picks the story content. If it feels like too much, just do Projects 1 and 2 (arrow keys and color detection) and save the story for another day.

Key Vocabulary

WordKid-Friendly Definition
If/Then RuleIF something is true, THEN do something
ElseOtherwise -- what to do when the IF part is not true
ConditionThe thing you check (the IF part)
BinaryTwo choices only: yes/no, true/false
Decision TreeA picture with branching paths based on yes/no questions
ConditionalCode that checks a condition and decides what to do

Signs Your Child Understands

They Are Getting It If...

  • They make if/then rules without prompting
  • They ask smart broad questions in 20 Questions
  • They can trace a path through a decision tree
  • They can draw their own simple decision tree
  • They understand why "forever" is needed with if/then in Scratch
  • They start noticing decisions in daily life: "That is an if/then!"

They Need More Practice If...

  • They confuse the condition and the action
  • They only ask very specific questions in 20 Questions
  • Decision trees with more than 2 levels confuse them
  • They are unsure where to put conditions in Scratch

That is okay! Play more 20 Questions. Draw more decision trees. Practice makes the pattern feel natural.

Extension Activities for Everyday Life

At Home

  • "If/then dinner": let the child create if/then rules for the family (If you finish your vegetables, then you get dessert)
  • Make a decision tree for weekend activities
  • Play "Guess the Number" with binary search strategy

On the Go

  • Play 20 Questions anywhere -- in the car, waiting in line
  • Point out real-world if/then rules: traffic lights, store hours, weather choices
  • "If we turn left here, where do we end up? If we turn right?"

Looking Ahead: Module 5

What Comes Next

Module 5 covers Loops and Repetition. Your child will learn how to make things happen over and over without copying blocks. This connects directly to this module: in the arrow key project, we used a "forever" loop -- that is a preview of what Module 5 explores in depth. If your child noticed the repeating pattern in Module 3's animation (switch costume, move, wait, repeat), they are already thinking about loops!