Lesson 7: Event-Driven Programming

Learning Objectives

  1. Understand the concept of event-driven programming: Help students understand the basic principles of event-driven programming and its importance in software development.
  2. Learn how to use events in visual programming: Students will be able to set up event responses in visual programming tools, allowing programs to react to events like clicks and keyboard input.
  3. Cultivate interactive design thinking: By implementing simple interactive projects, students will enhance their understanding of user input and program responses.

Course Outline

1. Introduction (10 minutes)

  • Introducing the Topic: Ask students: “When you click a button, how does the computer know what you clicked?” This will guide students to think about how computers respond to user actions.
  • Preliminary Introduction: Explain how “event-driven programming” allows a program to react to events (such as clicks, touches, or keyboard input).

2. Main Content (25 minutes)

  1. Basic Concepts of Event-Driven Programming (5 minutes)
    • Definition of an Event: Introduce that an event is an action triggered by the user’s interaction with the program, such as a mouse click or a key press.
    • Event Response Mechanism: Use a simple example to illustrate how a program responds with preset instructions when an event occurs, creating an interaction between the user and the program.
  2. Basic Methods of Event Handling (10 minutes)
    • Demonstrating Event Modules: Show the event modules in a visual programming tool (such as “when space key pressed” or “when this sprite clicked”).
    • Task Practice: Have students set up events in visual programming. For example, when the user clicks a character, it performs an action like jumping or rotating.
  3. Comprehensive Application: Creating an Interactive Project (10 minutes)
    • Project Description: Guide students to design a simple interactive project, such as a “Whack-a-Mole” game, where a character disappears and a score is kept when it is clicked.
    • Team Collaboration: Students work in groups to complete the project, reinforcing their understanding of the event response mechanism and exercising their collaboration and creative design skills.

3. Work Display and Discussion (10 minutes)

  • Work Display: Each group presents their interactive project, sharing the creativity and implementation methods of their project.
  • Discussion and Feedback: Other students can offer suggestions or ask questions to help the presenting group improve their design.

4. Conclusion and Q&A (5 minutes)

  • Review of Key Points: Summarize the concept of event-driven programming and its application scenarios.
  • Q&A Session: Answer students’ questions and encourage them to continue trying to design different event responses after class.

Teaching Resources

  • Visual Programming Platform: Such as Scratch, used to demonstrate the basic operations of event-driven programming.
  • Sample Projects: Prepare some simple interactive mini-games to help students understand the effects of event-driven programming.

After-Class Activity

  • Hands-on Task: Have students design a mini-game or interactive animation using at least two different event responses.
  • Thinking Task: Encourage students to think about other common “events” and their responses in daily life (such as elevator buttons, doorbells, etc.) and share them in the next class.

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