Program a sprite to move around a maze
I can create a program to move a sprite in four directions.
Program a sprite to move around a maze
I can create a program to move a sprite in four directions.
These resources will be removed by end of Summer Term 2025.
Lesson details
Key learning points
- A program can be written to move a sprite in four directions.
- The size of a sprite may need to be adjusted depending on the background.
- Algorithms can be translated into code.
- Code can be adapted by duplicating and changing the values.
Keywords
Algorithm - a precise set of ordered steps which can be followed by a human or a computer to do a task
Sprite - a graphic object that can be controlled by a program
Duplicate - to copy an exact part of a coding project
Common misconception
The size of the sprite doesn't matter when programming movement.
Sprite size is important, especially in a maze, as if the sprite is too big it will touch the walls.
To help you plan your year 3 computing lesson on: Program a sprite to move around a maze, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 3 computing lesson on: Program a sprite to move around a maze, 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 2 computing lessons from the Events and actions in programs unit, dive into the full secondary computing curriculum, or learn more about lesson planning.
Equipment
Pupils need access to either the online version of Scratch or the downloaded application.
Licence
Starter quiz
6 Questions





Exit quiz
6 Questions
ordered steps that a human or computer can follow to complete a task
a graphic object that can be controlled by a program
to copy an exact part of a coding project





