Controlling sprites
I can explain that each sprite has its own instructions.
Controlling sprites
I can explain that each sprite has its own instructions.
These resources will be removed by end of Summer Term 2025.
Lesson details
Key learning points
- Each sprite has its own programming area.
- Projects can have multiple sprites.
- Sprites can be added and deleted.
- An algorithm is a set of instructions, which can be turned into a program.
Keywords
Sprite - a graphic object that can be controlled by a program
Grow / shrink - command blocks that make a sprite bigger or smaller
Algorithm - a clear set of ordered steps which can be followed by a human or a computer to do a task
Common misconception
All sprites share the same program so the commands should all be placed in the same place in the programming area.
Each sprite has its own programming area. Sprites have different programs and the commands for each one are separated to allow them to be followed independently.
To help you plan your year 1 computing lesson on: Controlling sprites, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 1 computing lesson on: Controlling sprites, 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 Creating animations in programs unit, dive into the full secondary computing curriculum, or learn more about lesson planning.
Equipment
Children will need access to a tablet device with the ScratchJr app installed.