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1.6 – Introduction to Events

45 Minutes

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.

Key vocabulary:
    Code blocks , Events , Condition,

Content Sections

  • Learning Objectives
  • Extensions & Challenges
    • Additional Reading
    • 1.6 – Introduction to Events

      45 Minutes

      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.

      Key vocabulary:
        Code blocks , Events , Condition,
      • Lessons 1.1-1.5
      • Laptop, PC or Tablet
        • Marty the Robot
        • Marty Workbook (Lesson 2)
        • Laptops/Computers/Tablets
        • Access to the Scratch editor

      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

      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

      Extensions & Support

      • 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