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Year 3 - Computing

Program a sprite to move around a maze

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 create a program to move a sprite in four directions.

Key Notes

  • A program can be written to move a sprite in four directions.
  • The size of a sprite may need to be adjusted depending on the background.
  • Algorithms can be translated into code.
  • Code can be adapted by duplicating and changing the values.

Vocabulary To Learn

  • algorithm: a precise set of ordered steps which can be followed by a human or a computer to do a task
  • sprite: a graphic object that can be controlled by a program
  • duplicate: to copy an exact part of a coding project

Common Mistakes To Avoid

  • The size of the sprite doesn't matter when programming movement.

3 Quick Questions (With Answers)

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

A program can be written to move a sprite in four directions. The size of a sprite may need to be adjusted depending on the background.

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

a precise set of ordered steps which can be followed by a human or a computer to do a task. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: The size of the sprite doesn't matter when programming movement. Correction: Sprite size is important, especially in a maze, as if the sprite is too big it will touch the walls.

More Lessons In This Unit

Browse all guides in the Year 3 Computing guide library.