Lesson 3

When button pressed

In this lesson, students are introduced to broadcasting. They discuss how this command can be used to send messages between sprites. Students will program their button sprite to broadcast a message to their character sprite when the button sprite is pressed. They will begin making their program interactive by adding Sensing blocks to their program. They will discuss where user input data is stored within a program before testing their program to conclude the lesson.

school
Grade 5
local_library
Subject Science, Math
schedule
Length of lesson 50 minutes

Learning objective

Students will compare different types of user input.

Standards

🌐 CSTA Standards

  • 1B-AP-09: Create programs that use variables to store and modify data.
  • 1B-AP-10: Create programs that include sequences, events, loops, and conditionals
  • 1B-AP-12: Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features
  • 1B-AP-15: Test and debug (identify and fix errors) programs.

Multi-lesson projects

Lesson contents

Scratch projects

What are the odds?

Student resource

Multi-lesson project

Students will use the same project across multiple lessons