Programming using command blocks
I can choose a command for a given purpose.
Programming using command blocks
I can choose a command for a given purpose.
These resources will be removed by end of Summer Term 2025.
Lesson details
Key learning points
- A command is an instruction that you use to control something.
- Commands must be dragged into the programming area so that they can be carried out.
- Some commands can be used to move a sprite.
Keywords
Animation - a moving picture with actions made by using step-by-step commands
Command - an instruction you use to control something
Sprite - a graphic object that can be controlled by a program
Common misconception
Commands can be used wherever they are found in the program you are using.
Commands must be dragged into the programming area so that they can be carried out otherwise the program will not know which object they need to be applied to.
To help you plan your year 1 computing lesson on: Programming using command blocks, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 1 computing lesson on: Programming using command blocks, download all teaching resources for free and adapt to suit your pupils' needs.
The starter quiz will activate and check your pupils' prior knowledge, with versions available both with and without answers in PDF format.
We use learning cycles to break down learning into key concepts or ideas linked to the learning outcome. Each learning cycle features explanations with checks for understanding and practice tasks with feedback. All of this is found in our slide decks, ready for you to download and edit. The practice tasks are also available as printable worksheets and some lessons have additional materials with extra material you might need for teaching the lesson.
The assessment exit quiz will test your pupils' understanding of the key learning points.
Our video is a tool for planning, showing how other teachers might teach the lesson, offering helpful tips, modelled explanations and inspiration for your own delivery in the classroom. Plus, you can set it as homework or revision for pupils and keep their learning on track by sharing an online pupil version of this lesson.
Explore more key stage 1 computing lessons from the Creating animations in programs unit, dive into the full secondary computing curriculum, or learn more about lesson planning.
Equipment
Children will need access to a tablet device with the ScratchJr app installed.
Licence
Starter quiz
4 Questions
Exit quiz
4 Questions
