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Reasoning · Patterns

State the rule. Then test it.

Logic and coding lessons

Patterns, logic puzzles and step-by-step coding thinking from the Ontario math curriculum, with worked examples and complete answers.

Grades 3–5 · Coding

Else If Chains: Many Choices, First Match Wins

Write and trace If, Else If and Else chains: check conditions from the top, stop at the first match, and put the conditions in the right order.

Grades 3–5 · Patterns

Repeating Patterns: Find the 20th or 100th Item

Find the core of a repeating pattern, use its length and the remainder to name the 20th or 100th item, count items and trace a short program.

Grades 3–5 · Coding

Nested Loops: A Repeat Inside a Repeat

Trace loops inside loops, multiply to count how many times the inside steps run, print rows of stars and walk a robot around a grid with a nested repeat.

Grades 3–5 · Coding

Order of Steps: Why Sequence Matters in a Program

Trace short programs step by step, see why changing the order of steps changes the answer, and fix a program by reordering or replacing one step.

Grades 3–5 · Coding

Find the Bug: Trace, Spot the Error and Fix the Program

Practise debugging: trace a program step by step, compare it with what it should do, find off-by-one, wrong-start and wrong-test bugs, and choose the right fix.

Grades 3–5 · Patterns

Find the Rule: Number Patterns and Loops

Find the rule in a number pattern, predict later terms, tell add from multiply, trace a loop that builds a pattern and debug a program that goes wrong.

Grades 3–5 · Coding

And, Or, Not: Combine Conditions in Programs

Combine conditions with and, or and not, trace which part decides the answer, count items in a loop with two tests and fix a program whose or should be and.

Grades 3–5 · Coding

Sort a List: Pick the Smallest, Swap It Forward, Repeat

Put a list in order with a plan: find the smallest item, swap it into place, repeat. Learn the swap with temp, trace each round and debug sorting programs.

Grades 3–5 · Coding

Search a List: Is It There, and Where?

Search a list one item at a time. Use a found flag, remember the position of a match, stop early when you find it, and fix search bugs.

Grades 3–5 · Coding

Biggest So Far: Find the Largest Value in a List

Loop through a list and keep the biggest value seen so far. Trace a max variable, flip it to find the smallest, and fix four common bugs.

Grades 3–5 · Coding

Counters and Totals: Put an If Inside a Loop

Loop through a list, test each item with an If, then count the matches or add them up. Trace counters and totals, and fix four common tally bugs.

Grades 3–5 · Coding

Lists: Store Many Values and Loop Through Each One

Keep many values in one list, read an item by its position, then use For each to say, add up or count every item and fix common list bugs.

Grades 3–5 · Coding

Functions with Inputs: One Function, Different Numbers

Trace functions that take inputs: swap in each call's number, predict what the robot does or says, keep two inputs in order and fix a wrong call.

Grades 3–5 · Coding

Functions: Name a Group of Steps and Use It Again

Define a function, call it by name and give it an input. Count the commands it saves, trace robot paths and fix a bug once so it is fixed everywhere.

Grades 3–5 · Coding

Repeat Until: Loops That Stop When a Condition Is True

Trace repeat-until loops step by step, count how many passes run, spot loops that never stop, and fix off-by-one bugs in counting programs.

Grades 3–5 · Coding

If–Else: Programs That Make Decisions

Check comparisons such as >, < and ==, trace which branch of an if–else runs for each input, use an if inside a loop and fix a > versus >= boundary bug.

Grades 3–5 · Coding

Track a Variable: Follow a Program Step by Step

Follow short programs one command at a time, record each new value of a variable in a trace table, predict what the program says, and fix a reset bug.

Grades 3–5 · Logic

Logic Puzzles: Use Clues to Rule Things Out

Solve who-has-what puzzles with a grid of checks and crosses, put people in order from clues, and decide when a statement must be true and when you simply cannot tell.

Grades 3–5 · Coding

Code a Robot Path: Turns, Loops and Finding the Bug

Give a grid robot exact instructions: move forward, turn left or right, repeat steps with a loop, and find the one wrong step in a broken program.

Grades 3–5 · Coding

Shortest Path: Find the Fewest Moves on a Grid

Count moves on a grid, work out why a wall forces a detour, compare routes and use a number wave to find the shortest path from S to G.

Use a consistent rule rather than choosing the picture or number that feels different.

A rule you can check

For this exercise, the rule is “multiples of 6”. In 12, 18, 24, 31, 36, the outlier is 31 because the other four numbers divide exactly by 6.

A sequence is not a proof of a unique rule

Short sequences can fit more than one invented rule. Our practice names the intended rule or asks you to explain a simple consistent relationship. A plausible alternative should be discussed, not silently marked wrong.

Try a letter transformation

Move each letter one position forward in the alphabet: C becomes D, A becomes B, and T becomes U. The same rule changes CAT to DBU.

CCAT & Gifted Screening Guide

Read the DDSB process, nine reasoning skills, score language, nonverbal strategies and an eight-week practice framework.

Open the CCAT guide →

Try it, then check

Classification1. Using the rule “multiples of 6”, which does not belong: 12, 18, 24, 31, 36?
Show answer and explanation

Answer: 31. 31 does not divide exactly by 6. The rule is stated so the task is not an unexplained guessing game.

Number patterns2. Continue by doubling: 3, 6, 12, 24, ___
Show answer and explanation

Answer: 48. The stated rule gives 24 × 2 = 48.

Transfer a rule3. Move every letter one step forward. What does DOG become?
Show answer and explanation

Answer: EPH. D → E, O → P and G → H, giving EPH.

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