Application of Scratch Programming to Draw Basic Sahpes Primary 6 (Basic 6) Term 2 Week 7 Information Technology

INFORMATION TECHNOLOGY

COMPUTER STUDIES (BST) 

SECOND TERM

WEEK 7

PRIMARY 6

THEME – BASIC COMPUTER OPERATION

PREVIOUS LESSON – Advantages and Disadvantages of Computer Network | Uses of Computer Network Primary 6 (Basic 6) Term 2 Week 6 Information Technology

 

TOPIC: COMPUTER NETWORK

LEARNING AREA

1. Introduction

2. Application of Scratch Programming to Draw Basic Sahpes

4. Lesson Evaluation and Weekly Assessment

 

PERFORMANCE OBJECTIVES 

By the end of the lesson, most of the pupils should be able to,

1. explain what Scratch programming is in simple terms.

2. open Scratch and create a new project.

3. identify the Pen and Motion blocks used for drawing.

4. use the Pen extension to draw on the stage.

5. write simple Scratch scripts to draw basic shapes such as a square, triangle, rectangle, and circle.

6. apply repeat blocks and turn angles correctly when drawing shapes.

7. differentiate between shapes based on number of sides and angles.

8. modify block values (steps and degrees) to change the size and shape of drawings.

9. run and test Scratch programs using the green flag.

10. demonstrate creativity and logical thinking while drawing shapes in Scratch.

 

ENTRY BEHAVIOR

The pupils can explain the meaning of scratch programming in simple term.

 

INSTRUCTIONAL MATERIALS

The teacher will teach the lesson with the aid of functional computers.

 

METHOD OF TEACHING

Choose a suitable and appropriate methods for the lessons.

Note – Irrespective of choosing methods of teaching, always introduce an activities that will arouse pupil’s interest or lead them to the lessons. 

 

REFERENCE MATERIALS

Scheme of Work

9 – Years Basic Education Curriculum

ecomputernotes

Dataklink Computer Studies Book 6

Tanus Computer Studies

All Relevant Materials

Online Materials

 

CONTENT OF THE LESSON

LESSON 1 – INTRODUCTION

Scratch programming can be used to draw basic shapes by giving instructions to a sprite using motion and pen blocks.

 

REQUIREMENTS FOR SCRATCH PROGRAMMING 

1. Computer with internet

2. Scratch (online or offline)

3. Sprite (e.g. Cat)

4. Pen extension

 

STEPS TO DRAW SHAPES IN SCRATCH 

Step 1. Open Scratch

Go to Scratch and start a new project

Step 2. Add the Pen Extension

Click Add Extension

Select Pen

 

DRAWING BASIC SHAPES I

A. DRAWING A SQUARE 

Blocks Used:

When green flag clicked

Pen down

Repeat 4

Move 100 steps

Turn 90 degrees

Explanation: A square has 4 equal sides and 4 right angles.

 

B. DRAWING A TRIANGLE 

Blocks Used:

When green flag clicked

Pen down

Repeat 3

Move 100 steps

Turn 120 degrees

Explanation: A triangle has 3 sides.

 

LESSON 2 -DRAWING BASIC SHAPES II

C. DRAWING A RECTANGLE 

Blocks Used:

When green flag clicked

Pen down

Repeat 2

Move 150 steps

Turn 90 degrees

Move 80 steps

Turn 90 degrees

 

D. DRAWING A CIRCLE (Using Many Turns)

Blocks Used:

When green flag clicked

Pen down

Repeat 36

Move 10 steps

Turn 10 degrees

 

USES OF SCRATCH DRAWING 

1. It helps pupils learn shapes.

2. It improves logical thinking

3. It makes learning fun and interactive

4. Builds programming skills

 

LESSON 3 – REVISION AND WEEKLY ASSESSMENT 

SUMMARY – Scratch uses motion and pen blocks to draw shapes. By changing the number of repeats and turn angles, different shapes can be created.

WEEKLY ASSESSMENT – As stated in the lesson objectives, lesson evaluation or weekly assessment.

 

PRESENTATION

To deliver the lesson, the teacher adopts the following steps:

1. To introduce the lesson, the teacher revises the previous lesson. Based on this, he/she asks the pupils some questions;

2. Teacher organizes the pupils in groups depending on the size of the class.

3. Teacher asks the pupils, summarize what they have learnt from scratch programming lessons.

Pupil’s Activities – The pupils recall and summarize the lesson learned on scratch programming.

4. Teacher uses the chart showing basic shapes and the pupils relevant response to introduce the lesson and leads the pupils to practical application of Scratch Programming for drawing basic shapes.

Pupil’s Activities – The pupils pay attention to the lesson introduction, participate actively in practical application of Scratch Programming for drawing basic shapes.

5. Teacher uses functional computer to leads and guides the pupils to learn and understand how to drawing basic shapes with scratch programming.

Pupil’s Activities – The pupils follow the teacher lead and guidelines to draw basic shapes with scratch programming.

6. Teacher summarizes the lesson on the board with appropriate evaluation.

Pupil’s Activities – The pupils participate actively in the summary of the lesson by responding correctly to most of the questions write as instructed.

 

CONCLUSION

To conclude the lesson for the week, the teacher revises the entire lesson and links it to the following week’s lesson.

Next Lesson – Primary 6 Second Term Information Technology Mid Term Test Questions and Answers

Week 8 – Mid Term Break 

Week 9 – Hand On Activities on Drawing with Scratch Programming Primary 6 (Basic 6) Term 1 Week 9 Information Technology

 

LESSON EVALUATION

Teacher asks pupils to: 

1. explain what Scratch programming is in simple terms.

2. open Scratch and create a new project.

3. identify the Pen and Motion blocks used for drawing.

4. use the Pen extension to draw on the stage.

5. write simple Scratch scripts to draw basic shapes such as a square, triangle, rectangle, and circle.

6. apply repeat blocks and turn angles correctly when drawing shapes.

7. differentiate between shapes based on number of sides and angles.

8. modify block values (steps and degrees) to change the size and shape of drawings.

9. run and test Scratch programs using the green flag.

10. demonstrate creativity and logical thinking while drawing shapes in Scratch.

 

WEEKLY ASSESSMENT

INSTRUCTION – Choose the correct answer from the options A – D.

1. Scratch is a ______. 

A. Drawing book

B. Programming language for children

C. Calculator

D. Video game

 

2. In Scratch, programs are created by ______. 

A. Typing long codes

B. Dragging and dropping blocks

C. Writing notes

D. Drawing with pencil

 

3. The button used to start a Scratch program is the ______. 

A. Red stop button

B. Green flag

C. Space bar

D. Mouse

 

4. To draw in Scratch, which extension must be added?

A. Music

B. Video Sensing

C. Pen

D. Text

 

5. Which block makes the sprite start drawing?

A. Pen up

B. Clear

C. Pen down

D. Move

 

6. Which block stops the sprite from drawing?

A. Pen down

B. Pen up

C. Move

D. Turn

 

7. The block used to move the sprite forward is ______. 

A. Turn

B. Move steps

C. Repeat

D. Pen down

 

8. Which block is used to turn the sprite?

A. Move

B. Pen down

C. Repeat

D. Turn degrees

 

9. How many times do you repeat actions to draw a square?

A. 2

B. 3

C. 4

D. 5

 

10. The turn angle for drawing a square is ______. 

A. 60°

B. 90°

C. 120°

D. 180°

 

11. How many sides does a triangle have?

A. 2

B. 3

C. 4

D. 5

 

12. The turn angle used to draw a triangle in Scratch is ______. 

A. 60°

B. 90°

C. 120°

D. 180°

 

13. Which block helps reduce repeated instructions?

A. Move

B. Pen down

C. Repeat

D. Turn

 

14. A circle in Scratch is drawn by ______. 

A. Using one long line

B. Repeating small moves and turns

C. Turning once only

D. Using the text tool

 

15. To draw a circle, the sprite usually turns ______. 

A. 90 degrees

B. 120 degrees

C. Small angles many times

D. Only once

 

16. Which shape has four equal sides?

A. Triangle

B. Rectangle

C. Square

D. Circle

 

17. Which of these is NOT a Scratch block category?

A. Motion

B. Pen

C. Sound

D. Calculator

 

18. What happens when you click the green flag?

A. The sprite disappears

B. The program starts running

C. The program stops

D. The sprite is deleted

 

19. Before drawing a new shape, which block clears the old drawing?

A. Pen down

B. Move

C. Clear

D. Turn

 

20. Drawing shapes in Scratch helps pupils to ______. 

A. Learn only mathematics

B. Improve logical and creative thinking

C. Play games only

D. Type faster

 

ANSWER KEY FOR TEACHERS 

1. B 2. B 3. B 4. C 5. C

6. B 7. B 8. D 9. C 10. B

11. C 12. C 13. C 14. B 15. C

16. C 17. D 18. B 19. C 20. B