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Events

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.

Grade 6Events50 minutes1 class periodCSTA / ISTEExplicit teaching4 StandardsCSTA
Start the Lesson
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Lesson at a Glance

Everything you need before the bell rings

Learning Objectives

Students will be able to…

  • ✓Define an event.
  • ✓Name common events.
  • ✓Use “when…do”.
  • ✓Make code respond.
Essential Question

How does a program know when to do something?

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Lesson Phases
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Vocabulary Terms
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Standards Aligned
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Interactive Task
Explore · Interactive

Events

Project this and tap each. Have students explore events in programs.

⚡ Explore events — tap eachTry it

The Lesson · Explicit teaching

50 minutes, five moves

Tap any phase to open the teacher moves and student actions.

1

Hook — When You Click

5 min

How does a game know the moment you press a key?

👩‍🏫 Teacher Moves

  • Pose the question.
  • Share ideas.
  • Set the goal.

🎒 Student Actions

  • Think.
  • Share.
  • Get ready.
2

Use — Events

12 min

Students learn.

👩‍🏫 Teacher Moves

  • Send students to Events.
  • Tap each one.
  • Note "when…do."

🎒 Student Actions

  • Tap each.
  • Say.
  • Note it.
3

Modify — Try It

13 min

Students practice.

👩‍🏫 Teacher Moves

  • Make a click do something.
  • Make a key move a sprite.
  • Add a timer.

🎒 Student Actions

  • Click.
  • Key.
  • Timer.
4

Create — Create

15 min

Students apply.

👩‍🏫 Teacher Moves

  • Build an event program.
  • Use two events.
  • Test each one.

🎒 Student Actions

  • Build.
  • Use.
  • Test.
5

Reflect — Reflect

5 min

Students close.

👩‍🏫 Teacher Moves

  • What is an event?
  • Name one kind.
  • Complete the exit ticket.

🎒 Student Actions

  • Say it.
  • Name one.
  • Complete the exit ticket.
Standards Alignment

Built to the standards you report on

Aligned to the CSTA K-12 Computer Science Standards and the ISTE Standards for Students.

CSTA
2-AP-12

Use events to control programs.

CSTA
2-AP-10

Design event-driven algorithms.

CSTA
2-AP-17

Test event handlers.

ISTE
5c

Create interactive programs.

Differentiation

One lesson, every learner

Multilingual Learners

ELL / EMERGING READERS
  • Event picture cards.
  • Frame: "when I click, ___."
  • Demo each event.

Support & Access

IEP / 504
  • Use click & key only.
  • Use a template.
  • Demo it.

Stretch & Extend

GIFTED / EARLY FINISHERS
  • Combine events.
  • Add a conditional to an event.
  • Build a mini game.
Materials

What to gather

  • 📽️Screen / board
  • ⚡Event cards
  • 💻Events
  • 💻Block/code editor
  • 📓Notebooks
  • 🎫Exit-ticket slips
Vocabulary

Key terms — hover for a quick definition

eventsomething a program responds toclicka mouse presskey presspressing a keytimerruns code on a scheduletriggerwhat starts an actionhandlercode that runs on an eventevent-drivenbuilt around eventsinteractiveresponds to the user
Evaluate

Exit Ticket

Preview the three formative checks. Tap “Sample answer” to see what mastery looks like — hide them before you print for students.

QUESTION 1
What is an event?
Something that happens that a program responds to.
QUESTION 2
Name a kind of event.
A click, a key press, or a timer.
QUESTION 3
What pattern do events follow?
"When this happens, do that."

Reflect: events.

Have students build a program that responds to two events. A printable events sheet is in the CS library.

Study · Flashcards

Study the key terms

Tap a card to flip it, then rate whether you knew it. Built from this lesson’s vocabulary.

🃏 EventsFlip
Card 1
Term
Tap to flip →
Meaning
0

Nice work!

Practice · Quiz

Check your understanding

A quick self-check with instant feedback, drawn from this lesson’s key terms.

📝 EventsQuiz
Score: 0
1 / 6
Question 1
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Nice work!

Practice · Worksheet

Printable worksheet

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.

🖨️ EventsPrint
Name: ________________________
Date: ____________

Part A · Write the word that matches each meaning

Word bank: click, event, event-driven, handler, interactive, key press, timer, trigger
  1. something a program responds to
  2. code that runs on an event
  3. built around events
  4. responds to the user
  5. pressing a key
  6. a mouse press
  7. runs code on a schedule
  8. what starts an action

Part B · Show what you learned

  1. What is an event?
  2. Name a kind of event.
  3. What pattern do events follow?
Answer key — Part A: 1) event · 2) handler · 3) event-driven · 4) interactive · 5) key press · 6) click · 7) timer · 8) trigger
Part B: 1) Something that happens that a program responds to. 2) A click, a key press, or a timer. 3) "When this happens, do that."