lesson

Use expected results to locate the fault

1 · Learn

A test case states the starting conditions, action and expected result. Test normal behaviour, boundaries and invalid inputs. If the result differs, inspect intermediate values rather than changing several parts randomly.

For a rule 'win when score is at least 10', test 9, 10 and 11. A greater-than condition would incorrectly exclude 10. Retest earlier working cases after a fix.

StartActionExpectedActualRetest
Key words and supplied examples.

2 · Worked example

At score 10 the game does not win. I discover the condition is score > 10 and change it to score >= 10, then retest 9, 10 and 11.

3 · Your turn

For 'allow when lives > 0', should lives = 0 be allowed?

Check your answer

No. Greater than zero excludes zero; test the exact boundary.

4 · Apply your learning

Write a small test table for your variable-based game, including replay and repeated-contact cases.

Adult guidance and safety

Use a school-approved offline or supervised tool and fictional data. Keep work private, respect media permissions and check accessibility. Paper traces support understanding but do not replace running, saving and testing a real project. Do not enter passwords, addresses or other personal details into exercises.

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Check a calculation · Year 5 onward

Use this only when your teacher or adult allows a calculator for the task. Show your thinking first. It does not replace mental or written arithmetic and does not mark your lesson answer.

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