Trigger
The event that starts a script.
Topic Guide
An event tells a program when to respond. Commands say what to do, and their order matters.
The green flag, a key press, and a robot's button are all triggers. Students connect each trigger to a short sequence, then change the order and watch the result change.
Press an elevator button and a sequence begins: record the request, move the car, stop at the right floor, and open the door. Games and robots arrange their responses the same way.
The event that starts a script.
The order in which commands run.
A key is pressed, so the sprite jumps.
The program needs an action it can actually carry out.
Put a Scratch scene into its starting state.
Run an action when the player chooses a key.
Connect a physical press to a light or sound.
Begin one script when another has finished its job.
Program connections
Students author games, animations, simulations, and strange interactive stories while learning how events, rules, and state fit together.
Students write commands, wire simple circuits, read sensors, and trace physical cause and effect through the Sense–Decide–Act loop.
A possible later step from visual programming into Lua, 3D objects, events, and larger game rules.
The character moves before its position has been reset.
The blocks are correct, but nothing starts them.
A long script makes it hard to find which response failed.
The next command runs before a movement or animation has finished.
Send movement commands to a robot hamster as it crosses a small security map.
See how it worksConnect a button to a visible and audible alarm, then write clear rules for arming, triggering, and resetting it.
See how it worksBuild a quiz that checks answers, gives useful feedback, keeps score, and knows which question comes next.
See how it works