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Year 1 - Computing

Programming using command blocks

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 choose a command for a given purpose.

Key Notes

  • A command is an instruction that you use to control something.
  • Commands must be dragged into the programming area so that they can be carried out.
  • Some commands can be used to move a sprite.

Vocabulary To Learn

  • animation: a moving picture with actions made by using step-by-step commands
  • command: an instruction you use to control something
  • sprite: a graphic object that can be controlled by a program

Common Mistakes To Avoid

  • Commands can be used wherever they are found in the program you are using.

3 Quick Questions (With Answers)

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

A command is an instruction that you use to control something. Commands must be dragged into the programming area so that they can be carried out.

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

a moving picture with actions made by using step-by-step commands. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: Commands can be used wherever they are found in the program you are using. Correction: Commands must be dragged into the programming area so that they can be carried out otherwise the program will not know which object they need to be applied to.

More Lessons In This Unit

Browse all guides in the Year 1 Computing guide library.