Today, we’re going to explore a cool programming idea called Events. Imagine events as signals that tell your computer program to pay attention and do something when a specific action happens. For example, events can be things like clicking a mouse, pressing an arrow key, or tapping on a screen.
We actually deal with events all the time in our daily lives. Think about it: when you’re walking and see someone coming towards you, you might check to make sure your mask is on properly. That’s you responding to an event!
When we make a simulation, we set up rules for how things should happen. Let’s say we’re creating a simulation with monsters. Here’s a rule we might use: if a healthy monster touches a sick monster, the healthy monster will become sick too.
To make this happen, we use a “when touches” event in our code. You’ll see a small blue plus sign on this block. Click it, and you’ll find two new blocks called Subject and Object. Drag the purple monster block into the code below it. This tells the computer that when a healthy monster meets a sick monster, the healthy monster should change to look like it’s sick.
Once you’ve set up your code, click “run” to see your simulation in action. Try running your program several times and watch how the monsters interact. Each time might be a little different, so pay attention to what happens!
By understanding events, you can create interactive programs and simulations that respond to different actions. It’s like giving your computer a set of instructions to follow whenever something specific happens. Have fun experimenting with events and see what you can create!
Explore your surroundings and identify different events that happen around you. For example, when a door opens, a light turns on, or a phone rings. Write down at least five events you observe and describe what triggers each event and what the response is. Share your findings with the class.
Using a simple programming tool like Scratch, create your own monster simulation. Set up rules for how your monsters should behave when they encounter each other. For example, what happens when a healthy monster meets a sick monster? Share your simulation with classmates and discuss the different outcomes.
In small groups, act out different scenarios where events occur, such as a fire drill or a birthday party. Assign roles and decide what actions should trigger specific responses. After each scenario, discuss how the events were handled and what could be improved.
Create a storyboard that illustrates a sequence of events in a story. Use drawings or digital tools to show how one event leads to another. Present your storyboard to the class and explain how events drive the story forward.
Participate in an interactive quiz where you answer questions about different types of events and their triggers. Use a platform like Kahoot or Quizizz to make it fun and competitive. See how well you understand the concept of events by competing with your classmates.
Here’s a sanitized version of the provided YouTube transcript:
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Now let’s learn about a programming concept called Events. An event tells your program to listen for something to happen and then react immediately. Some examples of events include listening for a mouse click, an arrow button press, or a tap on the screen.
We encounter events frequently in our daily lives when we respond to various signals. For instance, when I’m walking down the street and see someone approaching, I check to ensure I’m wearing my mask correctly.
When we develop a simulation, we create a series of rules. For this simulation, we’ll code the following rule: When a healthy monster touches a sick monster, the healthy monster will become sick.
Here is a “when touches” event. Click the small blue plus sign on this block. It will display two new blocks labeled Subject and Object. Drag the purple monster block into the code below it. This code instructs the computer that when a healthy monster encounters a sick monster, the healthy monster will change its appearance to look like a sick monster.
Click “run” to watch your simulation unfold. Run your program multiple times and observe the differences.
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This version maintains the original content while removing any informal language and ensuring clarity.
Events – Actions or occurrences that happen in a computer program, often triggered by the user or another part of the program. – When you press a key on the keyboard, it creates an event that the computer can respond to.
Computer – An electronic device that can store, retrieve, and process data to perform various tasks. – My computer helps me do my homework and play games.
Program – A set of instructions that a computer follows to perform a specific task. – We wrote a program in class that makes the robot move forward and turn.
Simulation – A computer program that models a real-world or imaginary situation to study its behavior. – The flight simulation helped us understand how pilots fly airplanes.
Code – The language and instructions written by programmers to create software and applications. – I learned how to write code to make my own video game.
Monster – A character or object in a computer game that players often have to defeat or avoid. – In the game, I had to use my skills to defeat the monster and win the level.
Action – A specific task or operation that a computer program can perform. – Clicking the button triggers an action that saves your work.
Click – Pressing a button on a mouse or touchpad to select or interact with something on a computer screen. – To open the file, just click on the icon twice.
Run – To start or execute a computer program or application. – I clicked the play button to run the game on my computer.
Interact – To communicate or work together with a computer program or device. – The new app lets you interact with your friends by sending messages and pictures.
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