Events and Commands
An event tells a program when to respond. Commands say what to do, and their order matters.
Topic library
A condition can check a quiz answer, change a traffic light, or redirect a robot patrol. These guides show how the same idea behaves in different projects.
11 topic guides
An event tells a program when to respond. Commands say what to do, and their order matters.
Coordinates give every place on the screen an address. Change x to move left or right; change y to move down or up.
Loops repeat a group of commands. The programmer chooses what repeats, how often, and when it stops.
A condition is a question with a true or false answer. The answer decides which code runs.
A variable stores a value that can change. State records which set of rules currently applies.
Sensing blocks report contact, colour, distance, button presses, and other changes a program can use.
Input enters a system. The code handles it, and an output makes the result visible, audible, or physical.
Debugging begins with a precise difference: what should have happened, and what happened instead?
A sensor measures something in the physical world and gives the program a value to read.
In a feedback loop, a system checks the result of an action before deciding what to do next.
An autonomous system selects actions from its inputs, rules, current state, and goal.
How to use the library
Each guide explains the central logic, gives small examples, names common mistakes, and links to a lesson or project.
Coordinates and Movement includes a guide, lesson, guided project, Computer Lab projects, and a note for parents. Other topics connect to the parts of the program where they are most useful.