Computer Science Lesson Plan
Class: 7 - Lesson: 4 Advanced Programming (Sensing)

Purpose: To learn to use the sensing blocks in Scratch, and to combine them with conditional statements to make sprites react to their surroundings.

No. of Classes

One or two classes (teacher's decision).

Material Required

Scratch 3.0.

Prior Knowledge

Students should know:

  • The motion, looks, sound, events and control blocks.
  • Exercises

    Exercise 1



    1. Insert a butterfly sprite that flies about randomly. When the butterfly touches the edge, it should bounce and change colour.

    Exercise 2



    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.

    Exercise 3



    1. Create a program using the Sensing block "distance to".

    Solutions




    Teacher Instructions
    1. Teachers should demonstrate a simple Scratch game that uses the sensing blocks before giving the exercises.
    2. Teachers should encourage students to use their own creativity when creating a program.
    3. Exercise 3 is optional. It can also be used with the operators lesson.
    4. Click here for more reference for this lesson.