Learning objective
Events & Actions
Events & Actions
Explore how user interactions, key presses, sprite touches, and system signals trigger executable code blocks.
1: Cause & Effect
Recognise that user triggers cause digital actions
Let's Go!
Learn
An EVENT is an action that happens (like tapping a key or clicking a sprite). An ACTION is what the computer does in response (like playing a sound or moving).
Try it yourself
Task Checklist
๐ Open a practice space
Or try locally: ๐ Raspberry Pi Projects
๐ Student Project GuideSuccess Criteria & WAGOLL (What A Good One Looks Like)
๐ฏ Task Success Criteria (Rubric)
Recognises that clicking a button makes a sprite move.
Identifies 'when green flag clicked' and 'when sprite clicked' as code triggers.
Creates code sequences that execute when triggered by specific user clicks.
Explains the cause-and-effect relationship between event triggers and digital actions.
๐ What A Good One Looks Like (WAGOLL)
A top-tier student project for 1: Cause & Effect includes:
- Core Deliverable: Task Checklist
- Target Quality: Creates code sequences that execute when triggered by specific user clicks.
- Excellence & Polish: Explains the cause-and-effect relationship between event triggers and digital actions.
When you finish creating your project in your software, copy the share link or take a screenshot and publish it onto your student portfolio website!
Reflect
Learning check
Teacher setup, curriculum links and progress descriptors
Spark support
Routine: See-Think-Wonder
Achievement pathway
- Foundation: Recognises that clicking a button makes a sprite move.
- Developing: Identifies 'when green flag clicked' and 'when sprite clicked' as code triggers.
- Secure: Creates code sequences that execute when triggered by specific user clicks.
- Mastering: Explains the cause-and-effect relationship between event triggers and digital actions.
Curriculum links
Curriculum strand: Events & Actions
Outcome: AP.01.B.1.1 โ Recognise that user triggers cause digital actions
PYP: Form ยท Digital signals convert physical user actions into visible screen behavior.
Learner profile: Inquirer
Competency tags
Gate support
Accessibility alternative:
Teacher override: allow
Locked level
Level 2: 2: Key & Click
Complete the previous learning check to unlock this next level.
2: Key & Click
Program distinct responses for keyboard arrow keys and mouse clicks
Learning objective
Program separate event scripts triggered by specific arrow key presses and mouse clicks.
Let's Go!
Learn
Different keys generate different event signals. By creating separate scripts for 'Up Arrow', 'Down Arrow', 'Left Arrow', and 'Right Arrow', you give your sprite full 2D movement!
Try it yourself
Task Checklist
๐ Open a practice space
Or try locally: ๐ Raspberry Pi Projects
๐ Student Project GuideSuccess Criteria & WAGOLL (What A Good One Looks Like)
๐ฏ Task Success Criteria (Rubric)
Presses arrow keys to move sprites using pre-made scripts.
Attaches directional movement blocks to specific arrow key event hats.
Builds a complete 4-way arrow key navigation system for a character sprite.
Evaluates responsiveness and control ergonomics of key press event triggers.
๐ What A Good One Looks Like (WAGOLL)
A top-tier student project for 2: Key & Click includes:
- Core Deliverable: Task Checklist
- Target Quality: Builds a complete 4-way arrow key navigation system for a character sprite.
- Excellence & Polish: Evaluates responsiveness and control ergonomics of key press event triggers.
When you finish creating your project in your software, copy the share link or take a screenshot and publish it onto your student portfolio website!
Reflect
Learning check
Teacher setup, curriculum links and progress descriptors
Spark support
Routine: Think-Pair-Share
Achievement pathway
- Foundation: Presses arrow keys to move sprites using pre-made scripts.
- Developing: Attaches directional movement blocks to specific arrow key event hats.
- Secure: Builds a complete 4-way arrow key navigation system for a character sprite.
- Mastering: Evaluates responsiveness and control ergonomics of key press event triggers.
Curriculum links
Curriculum strand: Events & Actions
Outcome: AP.01.B.1.1 โ Program distinct responses for keyboard arrow keys and mouse clicks
PYP: Function ยท Input devices generate distinct event codes to control digital systems.
Learner profile: Communicator
Competency tags
Gate support
Accessibility alternative:
Teacher override: allow
Locked level
Level 3: 3: Sprite Collisions
Complete the previous learning check to unlock this next level.
3: Sprite Collisions
Detect sprite collision events to trigger game interactions
Learning objective
Program collision event scripts using 'touching sprite' and 'touching color' sensing blocks.
Let's Go!
Learn
Collision detection constantly checks if two sprites or colors overlap. When a collision occurs, it fires an action like playing a sound, adding points, or hiding the sprite!
Try it yourself
Task Checklist
๐ Open a practice space
Or try locally: ๐ Raspberry Pi Projects
๐ Student Project GuideSuccess Criteria & WAGOLL (What A Good One Looks Like)
๐ฏ Task Success Criteria (Rubric)
Observes sprites reacting when they touch each other.
Uses 'if touching sprite then' blocks inside a forever loop to detect collisions.
Designs collision mechanics like collecting items or resetting player position on obstacle touch.
Optimizes collision detection responsiveness and prevents multi-trigger glitches.
๐ What A Good One Looks Like (WAGOLL)
A top-tier student project for 3: Sprite Collisions includes:
- Core Deliverable: Task Checklist
- Target Quality: Designs collision mechanics like collecting items or resetting player position on obstacle touch.
- Excellence & Polish: Optimizes collision detection responsiveness and prevents multi-trigger glitches.
When you finish creating your project in your software, copy the share link or take a screenshot and publish it onto your student portfolio website!
Reflect
Learning check
Teacher setup, curriculum links and progress descriptors
Spark support
Routine: I Used to Think... Now I Think...
Achievement pathway
- Foundation: Observes sprites reacting when they touch each other.
- Developing: Uses 'if touching sprite then' blocks inside a forever loop to detect collisions.
- Secure: Designs collision mechanics like collecting items or resetting player position on obstacle touch.
- Mastering: Optimizes collision detection responsiveness and prevents multi-trigger glitches.
Curriculum links
Curriculum strand: Events & Actions
Outcome: AP.02.B.1.1 โ Detect sprite collision events to trigger game interactions
PYP: Connection ยท Collisions between digital elements trigger dynamic system changes.
Learner profile: Thinker
Competency tags
Gate support
Accessibility alternative:
Teacher override: allow
Locked level
Level 4: 4: Broadcast Messages
Complete the previous learning check to unlock this next level.
4: Broadcast Messages
Synchronize multi-sprite stories using broadcast signals
Learning objective
Coordinate multi-sprite dialogues, level changes, and game state transitions using broadcast messages.
Let's Go!
Learn
Broadcasting is like making an announcement over a school loudspeaker. One sprite shouts 'broadcast Level 2', and any sprite listening for 'when I receive Level 2' instantly runs its code!
Try it yourself
Task Checklist
๐ Open a practice space
Or try locally: ๐ Raspberry Pi Projects
๐ Student Project GuideSuccess Criteria & WAGOLL (What A Good One Looks Like)
๐ฏ Task Success Criteria (Rubric)
Recognises that one sprite can trigger actions in another sprite.
Uses 'broadcast message' and 'when I receive message' blocks to coordinate two sprites.
Constructs multi-scene animated stories and multi-level games using broadcast signals.
Architects clean message-passing structures to prevent message broadcast loops and race conditions.
๐ What A Good One Looks Like (WAGOLL)
A top-tier student project for 4: Broadcast Messages includes:
- Core Deliverable: Task Checklist
- Target Quality: Constructs multi-scene animated stories and multi-level games using broadcast signals.
- Excellence & Polish: Architects clean message-passing structures to prevent message broadcast loops and race conditions.
When you finish creating your project in your software, copy the share link or take a screenshot and publish it onto your student portfolio website!
Reflect
Learning check
Teacher setup, curriculum links and progress descriptors
Spark support
Routine: Connect-Extend-Challenge
Achievement pathway
- Foundation: Recognises that one sprite can trigger actions in another sprite.
- Developing: Uses 'broadcast message' and 'when I receive message' blocks to coordinate two sprites.
- Secure: Constructs multi-scene animated stories and multi-level games using broadcast signals.
- Mastering: Architects clean message-passing structures to prevent message broadcast loops and race conditions.
Curriculum links
Curriculum strand: Events & Actions
Outcome: AP.02.B.1.1 โ Synchronize multi-sprite stories using broadcast signals
PYP: Responsibility ยท Broadcast signals enable asynchronous coordination across independent software modules.
Learner profile: Principled
Competency tags
Gate support
Accessibility alternative:
Teacher override: allow
Locked level
Level 5: 5: Custom Event Listeners
Complete the previous learning check to unlock this next level.
5: Custom Event Listeners
Construct custom value and threshold event triggers
Learning objective
Program custom event triggers that activate automatically when variables cross numerical thresholds.
Let's Go!
Learn
Custom event listeners monitor background system states (like timer countdowns, health points, or loudness). When the value crosses your target number, the event fires immediately!
Try it yourself
Task Checklist
๐ Open a practice space
Or try locally: ๐ Raspberry Pi Projects
๐ Student Project GuideSuccess Criteria & WAGOLL (What A Good One Looks Like)
๐ฏ Task Success Criteria (Rubric)
Identifies basic variable changes on screen.
Uses 'when [timer > 10]' or 'when [score > 50]' event hat blocks.
Programs automated game-over and win-condition listeners based on variable thresholds.
Evaluates the performance impact of continuous event polling vs listener-driven architecture.
๐ What A Good One Looks Like (WAGOLL)
A top-tier student project for 5: Custom Event Listeners includes:
- Core Deliverable: Task Checklist
- Target Quality: Programs automated game-over and win-condition listeners based on variable thresholds.
- Excellence & Polish: Evaluates the performance impact of continuous event polling vs listener-driven architecture.
When you finish creating your project in your software, copy the share link or take a screenshot and publish it onto your student portfolio website!
Reflect
Learning check
Teacher setup, curriculum links and progress descriptors
Spark support
Routine: 3-2-1 Bridge
Achievement pathway
- Foundation: Identifies basic variable changes on screen.
- Developing: Uses 'when [timer > 10]' or 'when [score > 50]' event hat blocks.
- Secure: Programs automated game-over and win-condition listeners based on variable thresholds.
- Mastering: Evaluates the performance impact of continuous event polling vs listener-driven architecture.
Curriculum links
Curriculum strand: Events & Actions
Outcome: AP.03.B.1.1 โ Construct custom value and threshold event triggers
PYP: Perspective ยท System state thresholds trigger automated background monitoring routines.
Learner profile: Knowledgeable
Competency tags
Gate support
Accessibility alternative:
Teacher override: allow
Locked level
Level 6: 6: Asynchronous Event Systems
Complete the previous learning check to unlock this next level.
6: Asynchronous Event Systems
Design non-blocking asynchronous event-driven software
Learning objective
Design and optimize complex event-driven projects handling multiple simultaneous user inputs without thread lockup.
Let's Go!
Learn
Modern software is event-driven and asynchronous. Multiple events (clicks, network data, audio loops) happen concurrently. Decoupling event handlers ensures your user interface stays smooth and fast!
Try it yourself
Task Checklist
๐ Open a practice space
Or try locally: ๐ Raspberry Pi Projects
๐ Student Project GuideSuccess Criteria & WAGOLL (What A Good One Looks Like)
๐ฏ Task Success Criteria (Rubric)
Understands that multiple scripts can run at the same time.
Identifies and resolves event race conditions and message interference.
Builds responsive multi-input applications with decoupled event controllers and state managers.
Critiques event-driven architecture efficiency and implements non-blocking execution patterns.
๐ What A Good One Looks Like (WAGOLL)
A top-tier student project for 6: Asynchronous Event Systems includes:
- Core Deliverable: Task Checklist
- Target Quality: Builds responsive multi-input applications with decoupled event controllers and state managers.
- Excellence & Polish: Critiques event-driven architecture efficiency and implements non-blocking execution patterns.
When you finish creating your project in your software, copy the share link or take a screenshot and publish it onto your student portfolio website!
Reflect
Learning check
Teacher setup, curriculum links and progress descriptors
Spark support
Routine: What If...?
Achievement pathway
- Foundation: Understands that multiple scripts can run at the same time.
- Developing: Identifies and resolves event race conditions and message interference.
- Secure: Builds responsive multi-input applications with decoupled event controllers and state managers.
- Mastering: Critiques event-driven architecture efficiency and implements non-blocking execution patterns.
Curriculum links
Curriculum strand: Events & Actions
Outcome: AP.03.B.1.1 โ Design non-blocking asynchronous event-driven software
PYP: Reflection ยท Asynchronous event architectures power concurrent, multi-threaded modern digital applications.
Learner profile: Reflective
Competency tags
Gate support
Accessibility alternative:
Teacher override: allow
