Author:
Kim Wilkens
Subject:
Algorithms and Programming, Humanities, English, History/Social Sciences, World Languages
Material Type:
Unit of Study
Level:
Lower Primary
Tags:
  • CS
  • Computer Science
  • VA
  • License:
    Creative Commons Attribution Non-Commercial Share Alike
    Language:
    English
    Media Formats:
    Downloadable docs, Video

    Education Standards

    Events in Scratch Jr.

    Events in Scratch Jr.

    Overview

    Events in computer science are the triggers for making action happen, like selecting the play button on any screen. Events in Scratch Jr. are represented by the yellow codes including: the green flag, clicking on a character, bump code and envelopes. The envelopes are the most advanced concept in Scratch Jr. and help with scene transitions and interactions between characters like pacing their conversations.

    Overview

    Concepts covered:

    sequencing, programming, debugging, events, terminology

     

    What students will do:

    • Work with their peers to figure out the events in the CS unplugged activity

    • Practice using Events in Scratch Jr.

     

    What students will figure out:

    • Different ways to use events to trigger action on the screen

    • Importance of sequence of events

     

    CS Integration Extensions:

    One of the most exciting things about learning a CS concept like events in a tool like Scratch Jr. is the possibility for students to use their newfound skill to share their learning in another subject. The possibilities are endless, but here are a few CS integration projects your students will be ready to do after this lesson:

    Lesson at a Glance

    Part

    Duration

    Lesson Summary

    Materials

    1

    15-30 min

    CS Unplugged: Events Unplugged

    Students “act out” the coded events provided.

    4 envelopes with printed instructions inside

    2

    30-45  min

    Events in Scratch Jr.

    Students recreate the Part 1 unplugged activity in Scratch Jr. to reinforce events concepts.

    Tablets loaded with Scratch Jr.

    Class computer display/projector

     

    Materials 

    per student/pair

    per group

    per class

    • Tablet with Scratch Jr. installed

    • Tablet

    • scrap of paper

    • Instructions for 4 characters from Character sheet

    • 4 envelopes

    • Computer display

     

    Materials preparation 

    Part 1

    • Print out instructions for 4 characters from the Character Sheet and cut out each instruction

    • Place instructions into 4 different envelopes

      • Write PURPLE on one envelope and put character 1’s instructions inside

      • Write ORANGE on another envelope and put character 2’s instructions inside

      • Write GREEN on another envelope and put character 3’s instructions inside

      • Put character 4’s instructions in final envelope

    Part 2

    • Make sure Scratch Jr. is installed on tablets/chromebooks. This may take a week or more depending on your tech support.

    • If you don’t have access to tablets, you can check out the version of this project for Scratch.

    CS Unplugged - Events

     

    Objectives

    • Learn that events are triggers to make an action happen

    • Begin to think abstractly about what computers are doing with the code we put into them.

    Vocabulary

    • Events - triggers that make action happen in coding, like turning a light on and off

    • Sequence - the order in which the code runs

    • Program - a list of commands to solve a problem

    Materials:

    • 4 envelopes with each character’s instruction 

    Introduction

    CS unplugged activities are a great way to introduce a concept by helping students either get hands-on with it or see it from a different perspective. In this CS activity, you and your students will “act out” the coded events provided.

     

    Introduce students to the concept and use of events. 

    • Ask students to share what they already know about events from their everyday experiences.

    • Have students explain what they think “events” mean.

    • Ask students to think about how we can give instructions to computers. 

     

    Activity

    Introduce students to the activity. Tell students that the purpose of the activity is for the class to try to figure out what the code the “characters” are running and what is the trigger to make them run it. 

     

    Ask for 4 volunteers. Have them stand up in a line front of class and give them the envelopes in order from character 1 to 4. Ask them to open their envelopes and read the instructions silently. Confirm they understand their instructions. Position character 4 so she/he can see the writing on the envelopes. 

     

    Before you start the exercise, ask the rest of the students to watch silently and see if they can figure out the code in the envelopes. Then start tapping character 1, 2 and 3s head, in any order allowing time for each student to “run” their code.

     

    After a few minutes, see if anyone in the class has figured out the code being “mailed” to character 4. Keep going until the class figures out all the code being “sent”.

     

    Discussion:

    • What was the trigger for each event? (answer: tapping their heads)

    • How come they didn’t need to use any spoken words to communicate?

    • What are some examples of “events” that trigger action in the real world? (for example, school bells, traffic lights, seat belt sign on airplane)

    • What are some ways you can think of using events in Scratch Jr? (for example, timing a conversation, starting a scene, making a character do an action like move, talk, disappear, etc.)

     








     

     

    Intro to Events in Scratch Jr.

     

     

    Objectives

    • Learn how to use event code of “when character touched” and “envelopes” in Scratch Jr. to make a character do specific actions

    Materials you will need:

    • Scratch Jr. installed on tablets

     

    Activity

    Introduce students to the activity. Tell students that they are going to recreate what they did in the unplugged activity in Scratch Jr. 

     

    Watch a video as a class (https://www.youtube.com/watch?v=XsqIcEy7ASY&feature=youtu.be)

    or demo how events are handled in Scratch Jr.

     

    Tell students to pick 4 characters and 1 background for a scene in Scratch Jr. They should try to recreate the unplugged activity by having 3 characters each send a different colored envelope and the 4th character opening each envelope to do a specific action. You may need to make the instructions in the envelopes from Part 1 visible to the whole classroom.

     

    Challenge activities

    If a student finishes early, check their code or have a peer who is done check it. If they are ready, give them one or more of the following challenges:

    • Help a classmate who is stuck on a bug. Helpers don’t touch other people’s devices, but instead offer suggestions for how they might go about debugging.

    • Use an envelope event to trigger a scene change

    • In a new scene, make arrow key characters that will make another character move

    • In a new scene, can you figure out how to make a character talk and move at the same time