Building blocks to create a sequence
Lesson details
Learning outcome
I can create a program that uses event blocks.
Key learning points
- An algorithm is a set of instructions that can be turned into a program.
- Programs can start with the 'start on tap' event.
- Sequences of blocks must follow an algorithm to create a working program.
- The say block makes a sprite display text.
Keywords
Event - an input that triggers a block of commands to be run
Sprite - a graphic object that can be controlled by a program
Algorithm - a precise set of ordered steps that can be followed by a human or a computer to complete a task
Common misconception
When the background changes, the sprite will automatically know what to do next.
All of the actions need to be sequenced and tested properly so that the sprite's actions match the background changing.
Teacher tip
Consider software or websites that pupils use every day. Actions will be triggered from events such as clicking on a button. Ask pupils to identify all the actions that could trigger programming events to occur.
Equipment
Pupils will need access to a device with block-based programming software. Examples in this lesson use ScratchJr https://oak.link/scratch-jr
Licence
Lesson video
Loading...
Prior knowledge starter quiz
4 Questions
Q1.What is a sprite?
Q2.What do you call a list of instructions that a computer or person can follow?
Q3.Which block makes a sprite say something?



Q4.What is the outcome of a program?
Assessment exit quiz
4 Questions
Q1.What is an event block?
Q2.Which event block makes a program start when you tap on a sprite?
Q3.How do you make the background change during a program?
Q4.What must you do before using the change page block?
To help you plan your 2 computing lesson on: Building blocks to create a sequence, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your 2 computing lesson on: Building blocks to create a sequence, download all teaching resources for free and adapt to suit your pupils' needs.
The starter quiz will activate and check your pupils' prior knowledge, with versions available both with and without answers in PDF format.
We use learning cycles to break down learning into key concepts or ideas linked to the learning outcome. Each learning cycle features explanations with checks for understanding and practice tasks with feedback. All of this is found in our slide decks, ready for you to download and edit. The practice tasks are also available as printable worksheets and some lessons have additional materials with extra material you might need for teaching the lesson.
The assessment exit quiz will test your pupils' understanding of the key learning points.
Our video is a tool for planning, showing how other teachers might teach the lesson, offering helpful tips, modelled explanations and inspiration for your own delivery in the classroom. Plus, you can set it as homework or revision for pupils and keep their learning on track by sharing an online pupil version of this lesson.
Explore more key stage 1 computing lessons from the Building sequences in programs unit, dive into the full primary computing curriculum, or learn more about lesson planning.