Investigating Inputs Activity

Programming input devices in Scratch

Age: 7-11 years

Type: Scratch

Curriculum Links to: D&T

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RESOURCE OVERVIEW:

An input device is a digital device that takes data from the outside world and converts it into a format that a computer system can use, such as a keyboard, microphone or motion sensor. This activity is an investigation of different input devices, where pupils are challenged to create programs that use the input from a device in a short piece of code. This activity is in two parts.

PUPIL OBJECTIVES:

  • I can explain what an input device is.
  • I can write a program that uses input from an input device (and make my sprite do something).
  • I can describe common uses of input devices in school and beyond school.

TEACHING ASSESSMENT OPPORTUNITIES:

  • Informal teacher assessment of progress during planning, input, main task and presentation. Focus on: pupils describing their use of a range of input devices, specifically on the code they have written to utilise the input device in their program; can pupils recognise input devices in the world around them?

LESSON TIMING: 60+ min

This lesson in your curriculum

Computing

  • Work with various forms of inputs
  • Recognise common uses of information technology beyond school

Design & Technology (optional)


  • This activity could be the ‘research phase’ for a DT activity.
    (See Teaching Notes – Design & Technology Project.)
  • Design: use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups
  • Technical knowledge: apply their understanding of computing to program, monitor and control their products