STEP 6: Let's collect user input that we can use to control how the rest of our program runs.

  • Click on . Drag out Ask. Change the question string to "Do you like soccer?"
  • Change the variable to the left of the equal sign to soccer_ans.
  • We use the name soccer_ans to remind us that this variable stores an answer to the question about soccer.

# THIS ACTIVITY IS IN PREVIEW ONLY MODE