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Inclusive Frameworks in K-12 CS Education

Lesson 4: Swimming into Sprite Lab

Lesson Summary

Students are introduced to Sprite Lab, using a goldfish pond example project. They work through several challenges in Course E, then examine the code in the Goldfish Pond example.

Lesson Goals

  1. Students will be introduced to Sprite Lab and explore how to write programs.
  2. Students will create new sprites and assign them costumes and behaviors.
  3. Students will define “sprite” as a character or object on the screen that can be moved and changed.