Fifth graders learn events — things that happen (a click, a key press, a score reached) that trigger code to run. “When the flag is clicked… start.” They match events to the actions they cause, then wire up their own.
Students will be able to…
How do programs respond to things that happen?
Project this and match each event to what it makes happen — tap the event, then tap the action.
Tap any phase to open the teacher moves and student actions.
What makes a game start, or a character jump?
Students use events.
Students modify.
Students create.
Students close.
Aligned to the CSTA K-12 Computer Science Standards and the ISTE Standards for Students.
Create programs with sequences, events, loops & conditionals.
Modify or remix programs to develop something new.
Test and debug a program to ensure it runs.
Use events to build interactive solutions.
Preview the three formative checks. Tap “Sample answer” to see what mastery looks like — hide them before you print for students.
Have students name one event and the action it triggers in a game they like. A printable events worksheet is in the Computer Science library.
Tap a card to flip it, then rate whether you knew it. Built from this lesson’s vocabulary.
A quick self-check with instant feedback, drawn from this lesson’s key terms.
A print-and-go review sheet with a built-in answer key. Tap “Show answer key” to reveal answers, or print the clean version for students.