Adding features to a program
Lesson details
Learning outcome
I can develop my program by adding features.
Key learning points
- Pen blocks, such as pen up, change pen colour, and change pen size, have specific functions that can be predicted.
- Suitable keys can be assigned to trigger additional features.
- New features can be added to existing projects by using a design plan.
- Sequences of commands can be built to make a design work.
Keywords
Pen - the extension in Scratch which lets you draw lines
Event - an input which triggers a block of commands to be run
Common misconception
Pen up and erase all do the same thing.
Pen up stops the sprite from drawing a line, erase all clears all lines already drawn. Pen up stops new marks being drawn on the screen but keeps what is already there whilst erase all clears everything that already exists.
Teacher tip
You will need to be familiar with the Pen extension blocks introduced during this lesson: pen up, change pen colour, and change pen size. The change pen colour block uses a number to change the colour of the pen. The greater the number, the greater the contrast between colours.
Equipment
Pupils will need access to a device with block-based programming software. Examples in this lesson use Scratch https://oak.link/scratch
Licence
Lesson video
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Prior knowledge starter quiz
6 Questions
Q1.What is the name for a graphic object controlled in a program?
Q2.Which block in Scratch could you use to change the position of a sprite?
Q3.What is an algorithm?
Q4.Why might you adjust the size of a sprite?
Q5.What extension in Scratch allows drawing on the screen?
Q6.What is the purpose of the pen extension in Scratch?
Assessment exit quiz
6 Questions
Q1.Match the terms to their definitions.
stops the sprite from drawing lines as it moves
clears all lines already drawn
makes the sprite start drawing lines as it moves
Q2.What is an event in Scratch?
Q3.Which key should you assign to trigger an event?
Q4.Put these steps in order to draw a line in Scratch:
Q5.What is the purpose of the 'change pen colour' block?
Q6.Which block lets you adjust the thickness of a drawn line?
To help you plan your 3 computing lesson on: Adding features to a program, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your 3 computing lesson on: Adding features to a program, 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 2 computing lessons from the Events and actions in programs unit, dive into the full primary computing curriculum, or learn more about lesson planning.