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Year 3 - Computing

Adding features to a program

Events and actions in programs

Unit Summary

In this unit, pupils explore the link between events and actions. Pupils begin by moving a sprite in four directions (up, down, left, and right) and then explore movement within the context of a maze. This unit also introduces programming extensions, through the use of Pen blocks.

Lesson Summary

You will learn to develop your program by adding features.

Key Notes

  • 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.

Vocabulary To Learn

  • pen: the extension in Scratch which lets you draw lines
  • event: an input which triggers a block of commands to be run

Common Mistakes To Avoid

  • Pen up and erase all do the same thing.

3 Quick Questions (With Answers)

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

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.

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

the extension in Scratch which lets you draw lines. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: Pen up and erase all do the same thing. Correction: 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.

More Lessons In This Unit

Browse all guides in the Year 3 Computing guide library.