Fourth graders learn about events — things that happen (like a click, a key press, or a collision) that a program can respond to — the way code becomes interactive and reacts to the user.
Students will be able to…
How does a game know to move your character when you press a key, or score a point when things bump? It responds to EVENTS. What is an event in code?
Project this and match each event to what happens in response — tap an event, then tap the response.
Tap any phase to open the teacher moves and student actions.
A game reacts when you press a key — how? It responds to events.
Students practice.
Students use.
Students modify.
Students conclude.
Aligned to the CSTA K-12 Computer Science Standards and ISTE Standards for Students.
Create programs that use events to control the flow.
Create programs with sequence and events.
Decompose problems into events.
Computational Thinker.
Preview the three formative checks. Tap “Sample answer” to see what mastery looks like — hide them before you print for students.
Have students write one “when ___, then ___” event-response rule for a game they imagine. A printable events sheet is in the Computer Science library.
Tap a card to flip it, then rate whether you knew it. Built from this lesson’s vocabulary.
A quick self-check with instant feedback, drawn from this lesson’s key terms.
A print-and-go review sheet with a built-in answer key. Tap “Show answer key” to reveal answers, or print the clean version for students.