Scratch Sow: 5 Lessons
Scratch Sow: 5 Lessons
5 Lessons
Starter –
Either on paper, whiteboards or a text editor, students write down their
favourite joke. [Learning Checkpoint – can students write in a sequence]
Main –
There is an online text assignment so students can type up their chosen jike in
advance (planning, avoids arguments later on about the wording, gets it written
down while it is in the student’s mind). [Learning Checkpoint]
Demonstrate how to delete and add sprites, then add a script – focussing on the
script as a sequence of instructions (no interaction in this lesson). First video
tutorial takes the students through this, or simply demo on the whiteboard.
Once that is done, demonstrate how to rotate the sprites, lock the rotation,
change the size and add a background. Second video tutorial takes the students
through this, or simply demo on the whiteboard.
Finally, demonstrate how to add movement (I would recommend avo iding
changing costumes at this stage) to make it into a full animation.
Plenary –
Homework –
Sonic game – describe the sequence that one of the enemies uses.
Lesson 2 – Sprites and Costumes
Lesson Objectives –
What: Find out how sprites and costumes work
How: By making characters move
Why: So we understand what sprites can do
Starter –
Either on paper, whiteboards or a text editor, students write down 3
improvements they would make to their animation if they knew how. [Learning
Checkpoint]
Main –
Share responses, hopefully drawing out that the movement of the characters was
poor last time.
Students then follow either each page of the written tutorial or each video
tutorial to investigate how to use costumes & effects to give them more choices
in how they animate the characters.
Following this there are two more tutorials on interaction using the keyboard
and simple collision detection.
Finally there is a challenge for the students to put into practice the things they
have learned and then upload this to the VLE. [Learning Checkpoint]
Plenary –
Either on paper, whiteboards or a text editor, students write down 3 ideas for
things they could do with Scratch other than a simple animation. [Learning
Checkpoint]
Lesson 3 Going Loopy
Lesson Objectives –
What: Find out how to repeat instructions
How: Using Loops (forever and repeat)
Why: So we can run simple instructions lots of times
NB: Due to the fairly technical and challenging nature of some of the concepts, it
is important to talk to individual students throughout the lesson in order to
gauge understanding and learning, and few formal checkpoints are in place.
Starter –
Either on paper, whiteboards or a text editor, students write down one routine
they do most days. Draw out that this routine gets repeated over and over.
Main –
Plenary –
Showcase some of the progress and shapes the students have created. [Learning
Checkpoint]
Homework –
Students follow on screen instructions to create a simple Scratch program and
adapt it to recreate patterns of shapes.
Lesson 4 – Your First Game
Lesson Objectives –
What: Make a simple game
How: Using Scratch
Why: Learn basic control routines
Starter –
Ask students to identify the game whose motto is “Dodge, Duck, Dip, Dive and
Dodge” (from the filem Dodgeball).
Main –
After that they add collision detection for when the ball hits the cat.
Several extension tasks allow students to add scoring systems, difficulty levels
and more.
Plenary –
There are several ways to cheat – clicking and dragging the cat (so it moves more
quickly), moving the cat so it is all but off the screen (top or bottom) and out of
range of the balls. Students should try to idntify ways to cheat and try to find
ways to stop users doing this. [Learning Checkpoint]
Lesson 5 – Racing Game
Lesson Objectives –
What: Learn how to do more in Scratch
How: By completing a racing game
Why: So we can create more interesting games
Starter –
Either on
Main –
Students download the scratch racing game and follow the online tutorial to
finish the game off. They should use the prompts (which are increasingly text-
based) and use their knowledge of if blocks and variables to complete the game.
Once complete, the game can be played as a two player and students should look
for opportunities to extend the game. This task is delibertely open-ended and
gives students a chance to have a go at something without fear of getting it
wrong.
Plenary –
Students download and complete the ‘What’s Going On’ presentation to
demonstrate their understanding of the code.