You have built games and Scratch programs over the last few weeks, but where do they actually live, and what runs them? Today you will open up the machine in front of you (without a screwdriver) and trace exactly how your own game gets from storage into action.
By the end you will be able to name the main parts of a computer and explain the difference between the parts you can touch and the instructions they follow.
Quick recap to open: ask what did your Scratch or arcade game actually do when you pressed the green flag? Accept any answer, then promise that today reveals what happened inside the machine. Keep this brisk so the tour gets its time.
A computer system is made of a few main parts working together:
Quick check before we go on: say the five part names aloud with your partner and point at where each one would be on the machine in front of you. Once you have all five, read on.
Now one more idea, just two words. Hardware is the physical parts you can touch. Software is the set of instructions, the programs, that tell the hardware what to do. Your game is software; the machine running it is hardware.
Before the tour, predict: when you open your saved game, where does it travel first, and what part of the machine actually plays it? Commit to an answer with a partner.
Use the machine in front of students as the example throughout. Front-load the five parts, run the quick paired check-in (say and point) to land them before adding the hardware/software beat, so no more than a handful of new ideas arrive at once. The most common misconception is that programs run from the drive directly. Hold the prediction loosely now; the tour resolves it: storage to memory, then the CPU executes the instructions in order.
Work with the device in front of you and one of the games or Scratch programs you saved earlier. Open your saved project. If it is missing, ask your teacher or rebuild it quickly from your plan.
You should end with all five part names labelled and the journey written in order: storage, then memory, then the CPU executing instructions.
Circulate and check students place the journey in the right order; the slip to watch for is naming the CPU before memory. Reinforce that instructions are executed in order, the same sequencing idea from their very first Scratch program. If a saved project is missing, a quick rebuild or a neighbour's project is fine, the goal is the trace, not the game.
Now show you can recognise the parts on your own.
What done looks like:
The matching task lists the five components and their five jobs directly in the step, so students can either complete it on the printed 'Computer Parts and Their Jobs' worksheet (which has the same pairs) or copy the two columns from the board and draw connecting lines. Either format works; print the worksheet if you have it ready, otherwise display the two columns on the board. The sorting list can be displayed on the board for the whole class to copy into two columns. The two items that catch students out are the operating system and a saved photo, both software, not hardware, because they are data and instructions rather than physical parts. Ask a quick why? for those. Take feedback from two pairs before moving on.
Pull it together: your game lives in main storage, is copied into memory when opened, and the CPU then executes its instructions in order. Input devices feed it; output devices show the result. Hardware is the physical machine; software is the instructions.
Which computational-thinking step did the most work today? Abstraction: we hid all the messy electronics and described the machine as just a few labelled parts and a clear journey. That simpler model is enough to reason about what your code is doing.
Name abstraction explicitly and link it to how they think about their own code: they do not need to know the circuitry to know the CPU runs instructions in order. A 30-second whole-class recall of the five part names lands the lesson.
You're previewing this lesson. Get full access to this lesson and hundreds more — each one ready to teach, with interactive activities, printable resources and pupil progress tracking built in.