Input
A signal or value the program can read.
Topic Guide
Input enters a system. The code handles it, and an output makes the result visible, audible, or physical.
A key press can move a sprite. A button can light an LED or sound a buzzer. Students identify the signal coming in, then write the rule that produces the response.
A doorbell turns a button press into sound. A keyboard game does the same sort of work with keys and sprites; a microcontroller uses pins, LEDs, motors, and buzzers.
A signal or value the program can read.
The rule applied to that information.
The resulting movement, light, sound, or display.
The chosen connection between an input and its response.
Connect four keys to changes in x and y.
Play a sound when a button is pressed.
Show the measured time as a number.
Change the motor command after a reading crosses a threshold.
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 output code exists, but nothing checks the control.
Two controls try to set the same output with no priority rule.
The code listens somewhere other than where the component is connected.
There is no visible sign that the input was received.
Connect a button to a visible and audible alarm, then write clear rules for arming, triggering, and resetting it.
See how it worksProgram a timed traffic light, then add a pedestrian request without creating an unsafe transition.
See how it worksSend movement commands to a robot hamster as it crosses a small security map.
See how it works