Unit of Work 2: Programming Concepts 1
Step 2 of 5: 1.6 – Introduction to Events

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.
Lessons 1.1-1.5
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