Scratch Programming in the Community (Conversation between Friends) Primary 6 (Basic 6) Term 1 Week 10 Information Technology
INFORMATION TECHNOLOGY
COMPUTER STUDIES (BST)
SECOND TERM
WEEK 10
PRIMARY 6
THEME – BASIC COMPUTER OPERATION
PREVIOUS LESSON – Hand On Activities on Drawing with Scratch Programming Primary 6 (Basic 6) Term 1 Week 9 Information Technology
TOPIC: SCRATCH PROGRAMMING
LEARNING AREA
1. Introduction
2. Application of Scratch Programming: String Conversation Between Friends
3. Lesson Evaluation and Weekly Assessment
PERFORMANCE OBJECTIVES
By the end of the lesson, most of the pupils should be able to,
1. understand the concept of string in Scratch programming.
2. demonstrate how sprites (characters) can exchange messages.
3. practice using “say”, “ask”, “broadcast”, and “wait” blocks.
4. enhance creativity by designing a simple interactive conversation.
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
Dataklink Computer Studies Book 6
Tanus Computer Studies
All Relevant Materials
Online Materials
CONTENT OF THE LESSON
LESSON 1 – INTRODUCTION
Scratch programming allows users to create animations, stories, and games. In this lesson, we will create a conversation between two friends using string messages. Strings are text data that can be displayed, asked, or answered in Scratch.
In Scratch, a string is a sequence of characters or text (letters, numbers, symbols). A string conversation is when two or more characters (sprites) exchange messages using text.
THE PURPOSE/APPLICATION OF STRING CONVERSATION BETWEEN FRIENDS
1. To simulate conversations between friends in a story or game.
2. To teach programming logic using simple text-based interaction.
3. To help students understand events, broadcasting, and user input in Scratch.
4. To practice string handling (like joining text, displaying messages, and timing dialogue).
STEPS TO EXECUTE A STRING CONVERSATION IN SCRATCH
Step 1: Open Scratch
Go to Scratch or open the Scratch offline editor.
Create a new project.
Step 2: Choose Sprites
Select at least two sprites (characters) to act as friends.
Example: “Cat” and “Dog” sprites.
Step 3: Create Dialogue Strings
Each message in the conversation is a string.
Example:
Cat: “Hello! How are you?”
Dog: “I’m fine! What about you?”
Cat: “I’m good, thanks for asking!”
Step 4: Use “Say” Blocks
Use the “say [text] for [seconds]” block to show each string message.
Example:
Cat sprite → say “Hello! How are you?” for 2 seconds
Dog sprite → say “I’m fine! What about you?” for 2 seconds
Step 5: Use “Wait” or “Broadcast” for Timing
To make the conversation flow naturally:
Use “wait [seconds]” block between messages.
Or use “broadcast [message]” to trigger the next sprite’s dialogue.
Step 6: Optional: Ask for User Input
Use the “ask [question] and wait” block to let the user reply:
Cat sprite → ask “How are you feeling today?” and wait
Dog sprite → say (answer) for 2 seconds
Step 7: Test the Conversation
Click the green flag to see the conversation between the sprites.
Adjust the timing to make it appear more natural.
EXAMPLE SCRATCH SCRIPT FOR CONVERSATION
Cat Sprite:
when green flag clicked
say “Hello! How are you?” for 2 seconds
broadcast [DogTalk v]
Dog Sprite:
when I receive [DogTalk v]
say “I’m fine! What about you?” for 2 seconds
broadcast [CatReply v]
Cat Sprite:
when I receive [CatReply v]
say “I’m good, thanks for asking!” for 2 seconds
LESSON 2 – STEPS TO EXECUTE A STRING CONVERSATION IN SCRATCH (CONTINUATION)
Materials Needed
1. Computer or laptop with internet access.
2. Scratch software (offline or online at scratch.mit.edu).
3. Basic knowledge of Scratch interface and blocks.
INSTRUCTIONS
Step 1: Open Scratch
Open Scratch software or Scratch website.
Create a new project.
Step 2: Select Sprites
Choose at least two sprites to represent friends.
Example: “Cat” and “Dog”.
Step 3: Plan the Conversation
Decide on what each sprite will say.
Example:
Cat: “Hello! How are you?”
Dog: “I’m fine! What about you?”
Cat: “I’m good, thanks!”
Step 4: Use “Say” Blocks
Use the “say [message] for [seconds]” block for each dialogue.
Step 5: Add Timing with “Wait” or “Broadcast”
To make the conversation flow:
Use wait blocks between messages, OR
Use broadcast messages to trigger the next sprite’s dialogue.
Step 6: Optional: Ask for User Input
Use “ask [question] and wait” block to let the user reply:
Example:
Cat asks: “How are you feeling today?”
Dog says: (answer)
Step 7: Test the Conversation
Click the green flag to run the project.
Check if the conversation flows correctly and messages display properly.
SCRATCH SCRIPT EXAMPLE
Cat Sprite:
when green flag clicked
say “Hello! How are you?” for 2 seconds
broadcast [DogTalk v]
Dog Sprite:
when I receive [DogTalk v]
say “I’m fine! What about you?” for 2 seconds
broadcast [CatReply v]
Cat Sprite:
when I receive [CatReply v]
say “I’m good, thanks for asking!” for 2 seconds
Optional: User Input
Example:
when green flag clicked
ask “How are you feeling today?” and wait
say (answer) for 2 seconds
LESSON 3 – REVISION AND WEEKLY ASSESSMENT
SUMMARY – This activity is to shows how Scratch can be used to simulate conversations between friends. Students learn how to use strings, control sprite actions, and create interactive projects.
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 how to draw using scratch programming.
Pupil’s Activities – The pupils recall and demonstrate how to draw using scratch programming.
4. Teacher uses the chart showing interactions between a cat and a dog and the pupils relevant response to introduce the lesson and leads the pupils to practical application for creating conversation between friends.
Pupil’s Activities – The pupils pay attention to the lesson introduction, participate actively in practical application for creating conversation between friends.
5. Teacher uses functional computer to leads and guides the pupils to learn and understand how create conversation between friends using scratch programming.
Pupil’s Activities – The pupils follow the teacher lead and guidelines to create conversation between friends using 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 –
LESSON EVALUATION
Teacher asks pupils to create conversations between friends using scratch programming.
WEEKLY ASSESSMENT
INSTRUCTION – Choose the correct answer from the options A – D.
1. Scratch is used to ______.
A. Play music only
B. Write essays
C. Watch movies
D. Create programs using blocks
2. The green flag in Scratch is used to ______.
A. Stop the program
B. Start the program
C. Delete the sprite
D. Change the background
3. A sprite in Scratch is ______.
A. A type of block
B. A character or object on the stage
C. A sound effect
D. A background
4. Which block is used to make a sprite “speak” in Scratch?
A. Say ___ for ___ seconds
B. Move steps
C. Turn degrees
D. Repeat
5. Which block makes the sprite think instead of speak?
A. Say ___ for ___ seconds
B. Think ___ for ___ seconds
C. Move steps
D. Repeat
6. The block used to wait before the next action is ______.
A. Wait ___ seconds
B. Pen down
C. Move steps
D. Go to x y
7. Why do we use the Wait block in a conversation?
A. To move the sprite faster
B. To control the timing of speech
C. To delete sprites
D. To change color
8. To make a conversation between two sprites, you must ______.
A. Use only one sprite
B. Change the background only
C. Only move sprites
D. Use Say/Think and Wait blocks for each sprite
9. What happens if you don’t use Wait blocks in a conversation?
A. The conversation appears one after the other too quickly
B. Sprites disappear
C. Background changes automatically
D. Program stops
10. Which block helps the conversation appear in a logical order?
A. Move steps
B. Repeat
C. Wait ___ seconds
D. Clear
11. Changing the sprite’s costume during a conversation ______.
A. Makes it more fun and realistic
B. Deletes the sprite
C. Stops the conversation
D. Changes the background
12. Adding sound during a conversation ______.
A. Distracts the program
B. Is not possible in Scratch
C. Deletes all sprites
D. Makes the conversation interactive and engaging
13. Using different sprites for each friend helps ______.
A. Confuse the program
B. Make the conversation clear and understandable
C. Delete sprites
D. Stop the program
14. To make a sprite say something after another sprite speaks, you should ______.
A. Use a Wait block
B. Move the sprite
C. Change the background
D. Turn the sprite
15. The “Say” block can display a message ______.
A. On the stage as a speech bubble
B. In a separate window
C. On the background
D. Only in the code area
16. If two sprites speak at the same time without Wait blocks, the result is ______.
A. Perfect conversation
B. Overlapping speech, hard to read
C. One sprite disappears
D. Program crashes
17. The stage in Scratch is used to ______.
A. Store code
B. Display sprites and conversation
C. Make sounds only
D. Delete sprites
18. To end a conversation, you can ______.
A. Stop all scripts
B. Delete the sprite
C. Change the background
D. Move the sprite
19. Which block allows a sprite to move while talking?
A. Say ___
B. Move steps
C. Wait ___ seconds
D. Clear
20. Scratch helps pupils to ______.
A. Read books
B. Only draw pictures
C. Watch videos
D. Learn programming, logical thinking, and creativity
ANSWER KEY FOR TEACHERS
1. D 2. B 3. B 4. A 5. B
6. A 7. B 8. D 9. A 10. C
11. A 12. D 13. B 14. A 15. D
16. B 17. B 18. A 19. B 20. D