Sixth graders learn about events — things that happen (a click, a key press, a timer) that a program responds to. Most apps and games are event-driven: "when this happens, do that." They explore the idea, then make something respond to an event.
Students will be able to…
How does a program know when to do something?
Project this and tap each. Have students explore events in programs.
Tap any phase to open the teacher moves and student actions.
How does a game know the moment you press a key?
Students learn.
Students practice.
Students apply.
Students close.
Aligned to the CSTA K-12 Computer Science Standards and the ISTE Standards for Students.
Use events to control programs.
Design event-driven algorithms.
Test event handlers.
Create interactive programs.
Preview the three formative checks. Tap “Sample answer” to see what mastery looks like — hide them before you print for students.
Have students build a program that responds to two events. A printable events sheet is in the CS 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.