Classroom Activities on Scratch Programming Primary 6 (Basic 6) Term 1 Week 12 Information Technology (Computer Studies)
INFORMATION TECHNOLOGY
COMPUTER STUDIES
FIRST TERM
WEEK 12
PRIMARY 6 (BASIC 6)
THEME – BASIC CONCEPTS OF INFORMATION TECHNOLOGY
PREVIOUS LESSON – The Interface of Scratch Programming Primary 6 (Basic 6) Term 1 Week 11 Information Technology
TOPIC – ACTIVITIES ON BASIC SCRATCH PROGRAMMING
LEARNING AREA
1. Introduction
2. Classroom Activities
3. Lesson Evaluation and Weekly Assessment (Test)
LEARNING OBJECTIVES
By the end of the lesson, most pupils should be able to understand coding in a visually appealing way.
ENTRY BEHAVIOUR
The pupils are familiar with scratch interface.
INSTRUCTIONAL MATERIALS
The teacher will teach the lesson with the aid of relevant charts, functional computer and qualified programming.
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
1. Scheme of Work
2. 9 – Years Basic Education Curriculum
3. Course Book
4. All Relevant Material
5. Online Information
CONTENT OF THE LESSON
LESSON 1 – CLASSROOM ACTIVITIY 1
Activity 1: Identify Scratch Elements
Objective: Pupils should recognize the Stage, Sprites, Blocks, and Script Area.
Step 1. Open Scratch on a computer.
Step 2. Ask pupils to point to the Stage.
Step 3. Ask pupils to click on a Sprite.
Step 4. Show them the Block Palette.
Step 5. Let them drag one block into the Script Area.
Activity 2: Create a Simple Movement Script
Objective: Pupils learn how to move a sprite.
Step 1. Select the cat sprite.
Step 2. Drag these blocks:
When green flag clicked
Move 10 steps
Turn 15 degrees
Step 3. Click the green flag.
Step 4. Pupils describe what changed.
Activity 3: Make the Sprite Talk
Objective: Understanding Looks blocks.
Step 1. Choose the Looks category.
Step 2. Add: Say “Hello, class!” for 2 seconds
Step 3. Run it.
Step 4. Pupils change the text to their names.
Activity 4: Change Sprite Color
Objective: Learn effects and animation.
Step 1. Drag:
When green flag clicked
Forever
Change color effect by 25
End
Step 2. Ask pupils how the sprite’s appearance changes.
Step 3. Let them try other effects like:
pixel ate
ghost
fisheye
LESSON 2 – CLASSROOM ACTIVITY 2
Activity 5: Add Sound to a Sprite
Objective: Learn how to use Sound blocks.
Step 1. Click the Sounds category.
Step 2. Add: Play sound “meow”
Step 3. Pupils choose a different sound from the sound library.
Activity 6: Use “Repeat” and “Forever” Loops
Objective: Understanding control blocks.
Step 1. Pupils create simple loops like:
Repeat 10
Move 15 steps
End or Forever
Turn 15 degrees
End
Step 2. Discuss difference between Repeat and Forever.
Activity 7: Detecting Touch
Objective: Learn Sensing blocks.
Step 1. Add a color or another sprite.
Step 2. Use:
If touching color (choose a color)
Say “I touched it!”
End
Step 3. Pupils test it by moving the sprite.
LESSON 3 – PROJECT 3 – FULL SCRATCH PROJECT FOR PUPILS
PROJECT TITLE: “Make the Cat Chase the Ball”
PROJECT OBJECTIVE – Pupils learn movement, sensing, events, and loops and combine different blocks into a functioning mini-game.
STEP-BY-STEP PROJECT GUIDE
STEP 1: Set Up the Sprites
1. Keep the Cat sprite.
2. Add a Ball sprite (from library).
3. Place the ball somewhere on the stage.
STEP 2: Create Movement for the Cat
Script for the Cat:
When green flag clicked
Forever
Move 10 steps
If on edge, bounce
End
This makes the cat move around the stage.
STEP 3: Make the Ball Move Randomly
Script for the Ball:
When green flag clicked
Forever
Go to x: pick random (-200 to 200) y: pick random (-150 to 150)
Wait 0.5 seconds
End
The ball now jumps around randomly.
STEP 4: Make the Cat “Catch” the Ball
Add to the Cat:
If touching (Ball)
Say “Got you!” for 1 second
End
STEP 5: Add Score Variable
Create a new variable: Score.
Add to the Cat:
When green flag clicked
Set Score to 0
Forever
If touching Ball
Change Score by 1
Wait 1 second
End
STEP 6: Add Sound (Optional)
On catching the ball:
Play sound “pop”
FINAL OUTPUT
1. The cat moves around the stage.
2. The ball moves randomly.
3. When the cat touches the ball:
The score increases
The cat says “Got you!”
A sound plays
This becomes a fun mini-game pupils can play.
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 or pair depending on the size of the class.
3. Teacher guides the pupils step by step on making scratch programming both individually and in groups.
Pupil’s Activities – The pupils follow the set of guidelines, demonstrate and create scratch programming individually and as groups.
4. Teacher summarizes the lesson on the board with appropriate evaluation.
Pupil’s Activities – The pupils participate actively in the summary of the lesson and 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
LESSON EVALUATION
As stated in the class activities.