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Year 3 - Computing

Moving a sprite

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 explain how a sprite moves in a programming project.

Key Notes

  • Programs can be controlled by mouse or keyboard.
  • Events are used to sense inputs, which then trigger scripts to run.
  • An existing project can be improved by identifying missing actions and events.

Vocabulary To Learn

  • sprite: a graphic object that can be controlled by a program
  • event: an input that triggers a block of commands to be run

Common Mistakes To Avoid

  • Sprites will move when you press a key or click the mouse, even if they don't have any code.

3 Quick Questions (With Answers)

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

Programs can be controlled by mouse or keyboard. Events are used to sense inputs, which then trigger scripts to run.

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: Sprites will move when you press a key or click the mouse, even if they don't have any code. Correction: Sprites always need code to control their movement. Computers do not guess what is required as they need some direction to carry out actions.

More Lessons In This Unit

Browse all guides in the Year 3 Computing guide library.