Controlling sprites
Lesson details
Learning outcome
I can explain that each sprite has its own instructions.
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 precise 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.
Teacher tip
Model how different pupils can be given different sets of instructions to be carried out at the same time. Draw out the anaology between pupils carrying out commands independently without having to know what other pupils are doing. This is the equivalent of giving sprites their own commands.
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
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Prior knowledge starter quiz
4 Questions
Q1.How can you delete a block from your program?
Q2.What is a value?
Q3.How do you change the background?
Q4.Why might you change the value on a command block?
Assessment exit quiz
4 Questions
Q1.Where do you find the grow and shrink blocks?
Q2.What is special about each sprite’s programming area?
Q3.What can an algorithm help you do?
Q4.Why would you add more than one sprite to a project?
To help you plan your 1 computing lesson on: Controlling sprites, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your 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.
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Explore more key stage 1 computing lessons from the Creating animations in programs unit, dive into the full primary computing curriculum, or learn more about lesson planning.