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Year 1 - Computing

Testing a program

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 check a program for errors to make sure it runs as you planned it.

Key Notes

  • An error is a mistake in a program.
  • Programs should be regularly tested to check for errors so that they can be corrected.
  • Show and hide blocks control if a sprite is visible.

Vocabulary To Learn

  • test: to run a program to check it is working as planned
  • error: a mistake in a program
  • visible: when something can be seen

Common Mistakes To Avoid

  • Programs should only be tested when they are finished.

3 Quick Questions (With Answers)

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

An error is a mistake in a program. Programs should be regularly tested to check for errors so that they can be corrected.

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

to run a program to check it is working as planned. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: Programs should only be tested when they are finished. Correction: Programs should be tested often to check for mistakes. Fixing mistakes as the program develops makes sure that these mistakes don't cause bigger issues later on and affect other parts of the program.

More Lessons In This Unit

Browse all guides in the Year 1 Computing guide library.