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.