Computer Science Lesson Plan
Class: 7 - Lesson: 5 Custom Events (Broadcast Control)

Purpose: To learn to use the programming controls in Scratch - motion, looks, basic events, variables, operators and custom events.

No. of Classes

One or two classes (teacher's decision).

Material Required

Scratch 3.0.

Curriculum Content
  • 2.2) Events
  • Prior Knowledge

    Students should know:

  • Sprites, backdrops, costumes, variables and operators.
  • Exercises

    Exercise 1



    1. Place four sprites (representing people) on the screen. One of the sprites asks for a person's name. The control then jumps to that person's sprite, and that sprite introduces itself. Use broadcast to select the person.

    Solutions



  • Link to copy the solution program for Exercise 1.
  • Link to view the solution video for Exercise 1.

  • Teacher Instructions
    1. Teachers should recall all the blocks taught in previous lessons.
    2. Teachers should help students use the Broadcast control and carry out various activities that will improve their computational thinking.
    3. Teachers should explain that timing between sprites can be handled using "wait" or using broadcast messages, and should explain why broadcasting is better - a change in one part of the story will not affect the rest, and timing errors (if the system is busy) will not accumulate.
    4. Teachers should explain the difference between "broadcast" and "broadcast and wait".
    5. POINTS TO PONDER: What is an assignment operator?