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Year 1 - Computing

Controlling sprites

Creating animations in programs

Unit Summary

In this unit pupils are introduced to on-screen programming through ScratchJr. Pupils will explore the way a project looks onscreen by investigating sprites and backgrounds. They will use programming blocks to use, modify, and create programs that move objects.

Lesson Summary

You will learn to explain that each sprite has its own instructions.

Key Notes

  • 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.

Vocabulary To Learn

  • 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 Mistakes To Avoid

  • All sprites share the same program so the commands should all be placed in the same place in the programming area.

3 Quick Questions (With Answers)

1. Describe the system or process from this lesson in clear steps.

Each sprite has its own programming area. Projects can have multiple sprites.

2. Define this computing term and give one practical example. 'sprite'

a graphic object that can be controlled by a program. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: All sprites share the same program so the commands should all be placed in the same place in the programming area. Correction: 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.

More Lessons In This Unit

Browse all guides in the Year 1 Computing guide library.