New
New
Year 1
Testing a program
I can check a program for errors to make sure it runs as I planned it.
New
New
Year 1
Testing a program
I can check a program for errors to make sure it runs as I planned it.
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Lesson details
Key learning points
- An error is a mistake in a program.
- Programs should be regularly tested to check for errors so that they can be corrected.
- Show and hide blocks control if a sprite is visible.
Keywords
Test - to run a program to check it is working as planned
Error - a mistake in a program
Visible - when something can be seen
Common misconception
Programs should only be tested when they are finished.
Programs should be tested often to check for mistakes. Fixing mistakes as the program develops makes sure that these mistakes don't cause bigger issues later on and affect other parts of the program.
It would be beneficial to have an understanding of the blocks available in ScratchJr, including the grow and shrink blocks. This will enable teachers to support learners in creating algorithms that can be realised in ScratchJr.
Teacher tip
Equipment
Children will need access to a tablet device with the ScratchJr app installed.
Licence
This content is © Oak National Academy Limited (2025), licensed on
Open Government Licence version 3.0
except where otherwise stated. See Oak's terms & conditions (Collection 2).Starter quiz
Download starter quiz
4 Questions
Q1.
Why is it helpful to make a design before starting your project?
It helps you to work faster.
It helps you to add more sprites.
Q2.
An algorithm is ...
a program.
a sprite.
Q3.
How do you make a sprite move faster?
Place a speed block after the movement blocks.
Use more movement blocks.
Q4.
What is the first thing you should do when starting a project?
Choose a background.
Start adding blocks.
Exit quiz
Download exit quiz
4 Questions
Q1.
What is an error?
a new sprite
the undo button
Q2.
How can you find errors in your program?
Add more blocks.
Change the background.
Q3.
What does the show block do?
It deletes a sprite.
It changes a sprite's size.
Q4.
What should you do if your program doesn't work?
Start from the beginning.
Keep programming new ideas.
Q3 Scratch Foundation under CC BY-SA 2.0