Computer Science Lesson Plan
Class: 7 - Lesson: 4 Advanced Programming (Sensing)
One or two classes (teacher's decision).
Scratch 3.0.
Students should know:
1. Insert a butterfly sprite that flies about randomly. When the butterfly touches the edge, it should bounce and change colour.
1. Using the Sensing block "touching color", insert a backdrop that has several colours and a sprite that moves randomly. When the sprite touches one colour it should change to another costume, and it should do the same for a second colour.
1. Create a program using the Sensing block "distance to".