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Year 3 - Computing

Using the pen tool in 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 adapt a program to a new context.

Key Notes

  • A programming extension can be used to add features.
  • Real world considerations should inform design choices.
  • Specific blocks can be chosen to setup a program.

Vocabulary To Learn

  • extension: an option that adds new features to a Scratch project
  • setup: a part of a program where the starting instructions are given, such clearing the screen or setting a sprite's position

Common Mistakes To Avoid

  • The pen down block turns the pen function off.

3 Quick Questions (With Answers)

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

A programming extension can be used to add features. Real world considerations should inform design choices.

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

an option that adds new features to a Scratch project. Add one real device or system example to prove understanding.

3. Correct this common computing misconception.

Mistake: The pen down block turns the pen function off. Correction: The pen down block makes the pen draw and is required to make marks on the stage. Pen up allows the sprite to move without making marks on the stage.

More Lessons In This Unit

Browse all guides in the Year 3 Computing guide library.