Playground Games
Playground Games
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Goal
The goal of this curriculum is to familiarize students with the ScratchJr programming
language. The curriculum consists of eight sessions of 45 minutes each. For each
session, the teacher will show the students certain features of ScratchJr and then the
students will create a specific playground game (such as tag) using those features.
Students who finish early in each session are encouraged to explore other features of
ScratchJr. You will need one iPad per student, preloaded with ScratchJr, for these
sessions.
Summary
Lesson 1: Movement Blocks and the Reset Button
Game: Cat explores playground by traveling to all 4 corners
Lesson 4: Recording Sound, and Using the Wait Block and the Speed Block
Game: Hokey Pokey
Lesson 6: More Character Interaction using Message Trigger and Stop Block
Game: Fishy Fishy Cross My Ocean, Monkey in the Middle, revised Sharks and
Minnows, revised Tag
What is a programmer? (The person who makes the apps that everyone else plays)
What other iPad Apps have you used? (LetterSchool, MathBlaster, AngryBirds, etc)
How is ScratchJr different from other apps that you have used? (in ScratchJr, you
make up the games and the stories)
Note: Students who have used other iPad Apps may be expecting to be told how to
“play the game.” It will take a few sessions for students to understand that with
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ScratchJr, they make the game, or they tell the story, and it can be any game or any
story they choose.
Mechanics - Using the ScratchJr Interface (5-10 minutes). See “Character Animation
Using the ScratchJr Blocks” tutorial video at ScratchJr.org.
1. From the Home screen:
a. Make a new project
2. From the main interface screen:
a. Show the Stage
b. Show the Programming Area
c. Show how to drag blocks to the Programming Area
d. Tap on blocks in the Programming Area to show how the cat moves on
the stage
e. Show how to change the number on a block to move multiple times
f. Show how to snap blocks together to make a sequence of moves
g. Show how to return the character to its starting position with either the
blue movement block or the Reset button above the stage. This is
important because the students will need to reset their characterʼs
position after each attempt at figuring out the programming challenge.
Using the blue movement blocks, make the cat travel to all four corners of the stage.
If you want a story to go with the activity, you could say that the cat is new to the
playground and wants to look all around by visiting all four corners.
Make sure students know how to press the reset button to return the cat to its
starting position when running the script multiple times (or put a reset block at the
end of the script).
Students who complete the task may explore other areas of ScratchJr on their own.
Here is a script that will work for this exercise, if you start the character in the middle
of the stage:
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Wrap-up (5-10 minutes):
Ask students who completed the task to show their projects to the class and explain
what they did. This works best if you can connect individual ipads to a projector.
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Lesson 2: Backgrounds and Start on Green Flag Triggering Block
In this lesson, students will learn how to select a background for their project and
how to use the Start on Green Flag triggering block to give starting conditions for
their scripts. They will learn that the Green Flag button will also reset the characterʼs
starting position. They will also learn that scripts can run concurrently.
What can you do with two scripts running at the same time that you canʼt do with
only one script running?
(Do two separate motions at the same time, such as Move Right and Move Up, which
will cause the character to travel in a diagonal line, or move while playing a sound.)
After you run a script, you will probably want your character to return to its starting
position so that next time you run the script, the character will do the same thing, in
the same place on the screen. The green flag will do this for you. So will the reset
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button at the top of the screen and also the blue reset block if you put it at the end
or beginning of a script.
Mechanics – Backgrounds, Yellow Blocks, and the Green Flag Button (5-10
minutes).
1. Add a background to your project:
a. Tap on the Background icon.
b. Select the desired background
c. Tap the check mark to continue.
2. Review motion blocks:
a. Drag some blue blocks to the programming area.
b. Snap them together to make a script
c. Tap on the script to see the cat move.
d. For the “turn right” block, see if students can figure out how many turns
will make a full circle (Answer: 12). They will need this for the cartwheel
exercise.
3. Show how to use the Green Flag triggering block:
a. Tap on the yellow block to reveal the triggering blocks in the palette.
b. Drag the “Start on Flag” block to the programming area and snap it
onto the script.
c. Tap on the Green Flag at the top of the screen to show how the cat
moves.
d. Show the difference between tapping on the Green Flag button and
tapping on the script in the programming area. (The Green Flag button
will first reset the character to its starting position and then run the
script. Tapping on the script will only run the script.)
Self-directed work (20 minutes):
1. Make the cat walk diagonally. (You will need two scripts for this, each starting
with a Green Flag)
2. Have the cat do a cartwheel. (Use the turn block and the forward movement
in two different scripts)
3. Using the “Park” background, position the cat on the first stepping stone. See
if you can get the cat to hop on the remaining 3 stepping stones by pressing
the green flag only once. (You will need a combination of jump and upward
movement blocks in one script, and regular forward movement in a second
script.)
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1. Diagonal walking:
2. Cartwheel:
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Lesson 3: New Characters and Start on Tap Triggering Block
In this lesson, students will add multiple characters to their projects and learn how to
use the Start on Tap triggering block. They will see how scripts are attached to
characters so that when a character is deleted, the script disappears with the
character.
As we learned in the previous lesson, we can trigger action with the Green Flag. If we
tap the green flag at the top of the screen, the character will reset its position before
it runs the script. When we have multiple characters, the Green Flag will trigger
action in all the characters whose scripts begin with a green flag, all at the same
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time. It will also reset the positions of all those characters before running their scripts.
When you have multiple characters whose scripts all start with a green flag
triggering block, you can see a big difference between tapping on the green flag
in the script area and tapping on the green flag at the top of the screen.
In this lesson we will also trigger action by tapping on the character itself. When we
have multiple characters on the screen, tapping on a character will trigger only that
particular characterʼs script, even if there are other characters with the Start on Tap
triggering block. Each of those characters will run their scripts only when we tap on
them individually.
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Minnow script: Shark script:
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Lesson 4: Recording Sound, and Using the Wait and Speed Blocks
In this lesson, students will learn how to record sound and play it back while the
character is moving. The students will also attempt to time the characterʼs
movement to the music.
The purple Say block will give the character a speech bubble with any text you
choose. But pre- literate children will find the green Record block much more useful.
You can record anything you want, and play back in a script.
If you give a character motion as well as sound, both starting on a Green Flag trigger,
the motion and sound will happen at the same time.
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If you want to time the motion with the sound, you can speed up or slow down the
character with the Speed block, and you can use the Wait block to pause between
motions to slow the script down further.
Here is a sample script for the hokey pokey. Your pauses may vary from this script,
depending on how quickly or slowly you sing the Hokey Pokey in your recording.
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Ask a few students to show their projects to the class. Try to select students who
have successfully timed their character to dance according to the motions in the
Hokey Pokey song.
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Lesson 5: Simple Character Interaction Using Start on Bump
In this lesson, students will see the simplest way that one character can trigger
action for another character.
Start on Bump will start a characterʼs script only when another character on the
stage runs into it. Any character can trigger the script. With Start on Bump, it is not
possible to specify which character will trigger the script.
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Note the difference between Start on Bump and Start on Tap. Only a real human
person can trigger a script that starts with a Start on Tap block, and only a ScratchJr
character can trigger a script that starts with a Start on Bump block.
Mechanics (5 minutes)
1. Add a new character
2. Have one character start moving with the Flag trigger.
3. Make the second character move or do another action with the Start on Tap
trigger. (When the first character reaches the second character, the second
character will start moving.)
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Lesson 6: Message Trigger and Stop Block
In this lesson, students will see a more predictable way for one character to trigger
action for one or multiple other characters.
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Discussion (5-10 minutes):
We used the Start on Bump block to have one character trigger action in another
character, but that arrangement would trigger action in a character no matter which
character ran into it. If we want a characterʼs script to be triggered by a specific
character, we need to use the message block. The message block is color coded so
that the sender and the receiver need to be referring to the same color.
Because the message block has 6 possible colors, we can make 6 different
connections between characters. Thus, we can use the message block for sequential
activity across characters. The first character to act would send a message of one
color which the second character to act would be listening for. Then the second
character would do its movement and send a different colored message, which a
third character (or the original character, in the case of a conversation or other
back and forth sequence across characters) would be listening for, and so on.
The character that sends the message can be thought of as a radio broadcaster. The
broadcaster sends its message on a particular color-coded “channel.” If another
character is tuned to the same channel on this imaginary radio, it will hear the
message and act on it. But characters that are tuned to different channels (i.e.,
listening for messages of another color) will not hear that message at all. Instead,
they will only hear broadcasts for the color “channels” that they are listening to. A
character can send and listen for messages of multiple colors.
Mechanics (5 minutes):
When you want a character to trigger action for another character, put a Send Start
Message block in its script and select a color. Then, in the script of the other
character or characters, put a Start on Message triggering block. Make sure the color
matches the color that was sent. Show how the stop block works so that students
can stop the action once a character is caught.
Option 2
Make a game of Monkey in the Middle. You will need a ball and 3 other characters.
Two characters will be tossing the ball to each other, and when the third character
catches the ball, the game stops. Students will need to know how the Stop block
works for this project.
1. Throwing/catching characters:
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2. Middle Character
3. Ball
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Lesson 7: New Pages
In this lesson, students will learn how to make new pages for their ScratchJr stories.
This feature is useful for projects that have multiple scenes. Each page has its own
background, characters, and scripts.
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Discussion (5-10 minutes):
Think of a storybook with multiple pages. If a character goes from home to school,
one page might show the character in his or her bedroom at home, and the next
page might show the character in his or her classroom at school. Or, if you want the
characters to move to a new position on the same background without seeing the
intermediate movement, you can switch to a new page.
You could also go to a second page to make it seem as if a character in your story
appeared or disappeared at once. You could use the Appear and Disappear blocks for
this. These blocks will work well in some cases, such as when a caterpillar turns into a
butterfly, or when a frog turns into a prince. But if you want several characters to
appear or disappear at the same time, you will need to switch to a different scene.
Mechanics
1. Making a New Page and Adding or Copying Characters to it (5-10 minutes):
a. Tap on the plus sign on the right hand side of the screen to make a new
page.
b. Go back to the previous page and drag existing characters to the new
page to copy them.
c. Tap on the new page to select it, and add additional characters.
d. Switch to a new page in a program with the dedicated red end block.
e. Reorder pages by dragging them to another position in the sequence
of pages.
2. Edit a character to draw a golf club
a. Tap the paintbrush on the cat character to get to the paint editor.
b. Select the line drawing tool and draw the golf club in the catʼs hand.
Or, continue the game of Monkey in the Middle or Sharks and Minnows by showing
on a second page how the characters change places when one of the players from
the first page is caught or catches the ball. In the Monkey in the Middle game, you
could add branching by going to two different pages, depending on which of the
side characters threw the ball when it was caught.
Here are scripts that will work for the mini-golf project.
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The cat script gets copied to every page:
The script for the ball is different on each page, depending on where you want the
ball to travel.
On the beach background, we wanted the ball to bounce off the surfboard and land
at its base:
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On the orchard background, we wanted the ball to bounce off a few trees and the
barn:
And finally, on the jungle background, we wanted to ball to travel on the upper vine
and then hit the mushroom and fall down to the vine below:
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Wrap-up (5-10 minutes):
Ask students who completed 3 or 4 pages to show their projects to the class and
explain what they did. See if anyone changed the order of their pages and ask them
to explain why and how they did that.
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Lesson 8: The Paint Editor
ScratchJr incorporates an extremely powerful paint editor. We used it briefly in the
previous lesson, and your students probably discovered it way before that. This lesson
covers the less obvious features of the paint editor.
Discussion (1 minute):
ScratchJr provides a set of characters and backgrounds for your stories, but it is likely
that you have a story to tell that uses different characters and backgrounds. In this
case, you will need the paint editor.
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into those characters you need to edit the character and select the blank face
as the shape for the camera to fill.
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