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Step 2 of 5

Unit of Work 2: Programming Concepts 1

Step 2 of 5: 1.6 – Introduction to Events

  1. 21.6 – Introduction to Events
Marty app
CurrentPrevious

1.6 – Introduction to Events

1.6 – Introduction to Events
Estimated time
45 minutes
Difficulty
Beginner
Products
Marty V1

On this page

  1. Lesson overview
  2. Objectives & resources
  3. Key vocabulary
  4. Lesson plan
  5. Extensions and challenges
  6. Additional reading

Extensions and challenges

  • Students could extend their remote-control program to have unique features such as a kick button or a dance button

Additional reading

  • Educator’s Guide
  • Introduction to Programming with Marty using Scratch
Unit of Work 2: Programming Concepts 1
Unit overview
11.5 – Introduction to Loops
31.7 – Parallel Programming
41.8 – Introduction to Variables
51.9 – Introduction to If Statements
Previous step1.5 – Introduction to Loops
Next step1.7 – Parallel Programming

Lesson overview

Although students have been subconsciously using events whilst programming with Scratch, in this lesson it will be highlighted to them. They will understand that these blocks of code will only run when an event occurs (when a condition is met) and will begin to use events to program a remote control for Marty.

Prerequisite knowledge

Lessons 1.1-1.5

Learning objectives

  • Understand that many starting blocks require a condition to be met in Scratch before they will run
  • Make use of events to control Marty’s actions
  • Create a remote-control program for Marty

Resources and equipment

  • Marty the Robot
  • Marty Workbook (Lesson 2)
  • Laptops/Computers/Tablets
  • Access to the Scratch editor

Key vocabulary

  • Code blocks
  • Events
  • Condition

Lesson plan

1. Look at some examples of small programs that have been covered so far and discuss with the class when the code is run and how the computer knows when to run it

2. Discussion of how certain events can trigger code and what events we can use in Scratch as a condition

3. Small programming task for students to explore the different events and trigger actions based on that event

4. Final task is to create a remote-control program using buttons as sprites that when clicked will control Marty to move

Unit resources

Learner resources

  • Lesson Plans.pdf
  • Student Workbook.pdf

Teacher resources

  • Curriculum Links.pdf
  • Teacher Guide.pdf
  • Presentation Slides.pdf

Solution resources

  • Solutions.pdf