Signal
Information the program can read.
Topic Guide
Sensing blocks report contact, colour, distance, button presses, and other changes a program can use.
A moving sprite needs to notice walls, hazards, and targets. A robot needs a reading from outside its command list before it can respond to a box placed in its path.
A door sensor may use a physical switch; a game uses the shapes of two costumes. In both cases, the designer has to define exactly what counts as contact.
Information the program can read.
Two defined areas touch or overlap.
A position or region where the rules change.
A loop reads changing input again and again.
Use a map colour to mark a wall or hazard.
Check whether the player and target overlap.
Respond when an obstacle is nearer than a set limit.
Read whether a physical control is pressed.
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.
A costume is larger than it looks, so contact happens too early.
The player moves after the collision test has already finished.
One long contact adds a point on every trip through the loop.
The sprites look close, but the sensing block reports something else.
Build a one-room platform game with a controlled jump, safe platforms, lava, and a clean restart.
See how it worksTrack several drifting chickens, collect them once each, and stay out of the danger zones.
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 works