Public lesson / Scratch & Game Design

What Makes a Program Start?

A robot hamster receives five commands, but nobody tells it when to begin. Is the command list broken, or is the missing event the real problem?

Lesson rhythm

The idea moves toward a demonstration.

  1. Story, problem, or provocation

    Name the problem before opening the build.

  2. Theory and concept

    Make the hidden rule visible with small tests.

  3. Guided build

    Use the idea inside a working project system.

  4. Modification challenge

    Change one rule and predict the effect.

  5. Demonstration and cleanup

    Explain the result, save safely, and leave a known state.

Learning goals

What students should be able to do and explain.

  • Identify an event and its response.
  • Order commands intentionally.
  • Predict a short sequence before running it.
  • Separate setup from repeated behaviour.
  • Explain one cause-and-effect link.

Theory kernel

Small examples before the larger build.

when green flag clicked

begin from a known state

when space key pressed

respond to one input

broadcast START

signal another script

move / turn / wait

create an ordered sequence

Guided-build preview

Robot Hamster Command Centre

Program a robot hamster to patrol snack storage without treating every crumb as an international emergency.

Open Guided Project
Students build

A grid-like map, Clear movement commands, A known start, A target route.

Concepts in use

Events, Commands, Sequences, Coordinates, Messages.

Finish line

A working version, one modification, one repaired problem, and an explanation.

Teacher checkpoints

Evidence before adding complexity.

  1. 1Student names the trigger.
  2. 2Student predicts a three-command sequence.
  3. 3Restart produces the same setup.
  4. 4One event has one clear responsibility.
  5. 5Student changes the order and explains the result.

Common mistakes

Pause, inspect, and test one cause.

  • Code has no trigger.
  • Setup runs after movement.
  • Two events fight over the same output.
  • The student changes timing without testing sequence order.

Modification challenge

Three levels, one concept kept visible.

Higher levels are optional. They deepen the current idea rather than turning a beginner lesson into an unrelated advanced task.

LEVEL 1

Builder

  • Add a second command key.
LEVEL 2

Inventor

  • Broadcast a mission-complete event.
LEVEL 3

Boss Level

  • Build a queue of commands before execution.

End-of-class demonstration

Explain the work while it is still visible.

  1. What event starts the program?
  2. Which command runs first?
  3. What changed when the order changed?
  4. Which part is setup?
  5. What did you debug?