Scratch Project: Applying Scratch Programming to Execute an Activity of Choice (Home, School or Community Setting) Primary 6 (Basic 6) Third Term Week 8 Information Technology – Computer Studies

SCRATCH PROJECT: APPLYING SCRATCH PROGRAMMING TO EXCUTE A ACTIVITY OF CHOICE – HOME, SCHOOL OR COMMUNITY SETTING

INFORMATION TECHNOLOGY (COMPUTER STUDIES)

PRIMARY 6 – THIRD TERM – WEEK 8

THEME – BASIC COMPUTER OPERATIONS 

PREVIOUS LESSON – Scratch in the Environment: Applying Scratch Programming to Clean Up the Ocean and Preserve the Climate Primary 6 (Basic 6) Third Term Week 6 Information Technology – Computer Studies

TOPIC – SCRATCH PROJECT 

LEARNING AREA

1. Introduction

2. Meaning, Examples and Importance of Scratch Project

3. Applying Scratch Programming to Execute Activity of Choice

5. Practice Activities

6. Weekly Assessment: Test Questions and Answers/Assignment

7. Summary

LEARNING OBJECTIVES 

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

1. Explain the meaning of a Scratch project.

2. Create a simple Scratch project based on an activity at home, school, or in the community.

3. Use Scratch sprites, backdrops, and programming blocks to perform a chosen activity.

4. Run, test, and save a Scratch project successfully.

5. Demonstrate creativity and problem-solving skills by completing a simple Scratch project.

ENTRY BEHAVIOUR

Pupils have previously learned about Scratch in the Environment: Applying Scratch Programming to Clean Up the Ocean and Preserve the Climate. They understand that Scratch programming can be used to create animations, games, and interactive projects that promote environmental awareness and solve real-life problems.

This lesson builds on that knowledge by introducing pupils to the use of Scratch programming to create and execute a project of their choice based on activities carried out at home, school, or in the community. Pupils will apply their Scratch programming skills to design, run, test, and save a simple interactive project.

INSTRUCTIONAL MATERIALS

The teacher will teach the lesson with the aid of:

1. Desktop computer or laptop with Scratch 3.0 installed

2. Multimedia projector (where available)

3. Whiteboard and marker

4. Charts showing Scratch programming blocks

5. Pictures of activities carried out at home, school, and in the community

6. Flashcards showing Scratch sprites, backdrops, and coding blocks

7. Pupils’ notebooks and writing materials

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

INTRODUCTION

Scratch programming allows pupils to create animations, games, stories, and interactive projects that can be used to solve problems and demonstrate real-life activities. It helps pupils develop creativity, logical thinking, and programming skills while making learning enjoyable.

In this lesson, pupils will learn how to use Scratch programming to create and execute a simple project based on an activity of their choice at home, school, or in the community. They will also learn how to use sprites, backdrops, sounds, and programming blocks to design, test, and save their Scratch projects successfully.

LESSON 1 – MEANING OF A SCRATCH PROJECT

A Scratch project is a computer program created with Scratch that uses sprites, blocks, sounds, and backdrops to make animations, stories, games, or interactive activities. Scratch projects help users solve problems, tell stories, and share ideas in a creative way.

EXAMPLES OF SCRATCH PROJECTS

1. Cleaning My Room

2. Keep Our Classroom Clean

3. Plant a Tree

4. Save Water

5. Recycle Waste

6. Road Safety

7. Healthy Living

8. Help Your Community

LESSON 2 – APPLYING SCRATCH PROGRAMMING TO EXECUTE AN ACTIVITY OF CHOICE

Pupils can use Scratch to create projects based on activities they perform at home, school, or in their community.

1. Home Activity

Examples include:

  • Cleaning the room
  • Washing dishes
  • Watering flowers
  • Sweeping the house
  • Arranging books
  • Helping parents with simple chores

A Scratch project can show a sprite performing these activities while displaying messages such as “Keep Your Home Clean!”

2. School Activity

Examples include:

  • Reading in the classroom
  • Writing on the board
  • Solving mathematics problems
  • Planting flowers in the school garden
  • Keeping the classroom clean
  • Greeting the teacher politely

A Scratch project can encourage good behaviour by displaying messages such as “Study Hard Every Day!”

3. Community Activity

Examples include:

  • Sweeping the streets
  • Planting trees
  • Picking litter
  • Obeying traffic rules
  • Helping elderly people
  • Keeping public places clean

A Scratch project can display messages such as “Keep Our Community Clean!” or “Protect Our Environment!”

STEPS FOR CREATING A SCRATCH PROJECT

1. Open Scratch 3.0.

2. Create a new project.

3. Choose a suitable backdrop.

4. Select one or more sprites.

5. Add Motion, Looks, Sound, Events, and Control blocks.

6. Make the sprite perform the chosen activity.

7. Add messages using the Say block.

8. Test the project by clicking the Green Flag.

9. Save the completed project.

IMPORTANCE OF SCRATCH PROJECTS

Scratch projects help pupils to:

1. Develop programming skills.

2. Improve creativity.

3. Build problem-solving skills.

4. Improve logical thinking.

5. Learn teamwork.

6. Promote good behaviour at home, school, and in the community.

7. Share useful ideas with others.

LESSON 3 – SCRATCH PROJECT: PRACTICAL ACTIVITIES

The teacher demonstrates how to use Scratch to create a simple project that solves or explains an activity in the home, school, or community.

Activity 1: Open Scratch

1. Open the Scratch application or visit the Scratch website.

2. Click Create to start a new project.

Activity 2: Choose a Project Theme

The teacher selects one simple activity, for example:

1. Keeping the classroom clean.

2. Washing hands properly.

3. Crossing the road safely.

4. Watering plants.

5. Throwing waste into a dustbin.

6. Greeting people politely.

Activity 3: Add Sprites and Background

1. Choose a suitable sprite (character).

2. Select an appropriate background that matches the activity.

Activity 4: Write the Scratch Program

The teacher demonstrates simple programming blocks such as:

  • When Green Flag Clicked
  • Say
  • Move
  • Wait
  • Repeat
  • Play Sound

Example:

  • When the green flag is clicked.
  • The sprite says, “Always throw waste into the dustbin.”
  • The sprite moves to the dustbin.
  • The sprite says, “Keep our environment clean!”

Activity 5: Test the Project

1. Click the Green Flag.

2. Observe how the sprite performs the programmed activity.

Class Practical

Each pupil should create a simple Scratch project on one of the following:

1. Keeping the classroom clean.

2. Washing hands before eating.

3. Saving water at home.

4. Planting a tree.

5. Helping parents at home.

6. Crossing the road safely.

7. Greeting visitors politely.

8. Keeping the school environment clean.

The project should include:

  • At least one sprite.
  • A suitable background.
  • A message using the Say block.
  • Movement using the Move block.
  • A Wait block.
  • A Repeat block (optional).
  • A sound effect (optional).

Finally, pupils should run, test, save, and present their Scratch projects to the class.

WEEKLY ASSESSMENT: TEST QUESTIONS AND ANSWERS/ASSIGNMENT 

A. Multiple Choice Questions

1. A Scratch project is a ________.

A. computer program created with Scratch

B. computer Virus

C. word processor

D. spreadsheet

2. Which of the following can be created with Scratch?

A. Animation

B. Game

C. Interactive story

D. All of the above

3. Which Scratch button is used to start a project?

A. Stop Button

B. Green Flag

C. Delete Button

D. Space Bar

4. Which of the following can be used as a Scratch project theme?

A. Cleaning the classroom

B. Planting trees

C. Helping at home

D. All of the above

5. Which Scratch feature represents a character in a project?

A. File

B. Folder

C. Sprite

D. Toolbar

B. Fill in the Gaps

Complete the sentences using the words in the box: sprites, backdrop, Scratch, Green Flag, blocks

6. _______ is a visual programming language.

7. Scratch programs are created by joining programming _______.

8. A _______ is the background of a Scratch project.

9. The _______ starts a Scratch project.

10. _______ are the characters used in Scratch projects.

C. True or False

11. Scratch can be used to create animations and games. _______

12. A Scratch project can be based on activities at home, school, or in the community. _______

13. The Stop Button is used to start a Scratch project. _______

14. Sprites perform actions in a Scratch project. _______

15. Scratch projects cannot be saved after they are created. _______

D. Match Column A with the correct answer in Column B.

Column A – Column B

16. Scratch – A. Character in a project

17. Sprite – B. Starts a project

18. Green Flag – C. Background of a project

19. Backdrop – D. Visual programming language

20. Stop Button – E. Stops a project

ANSWER KEYS

1. A – Computer program created with Scratch

2. D – All of the above

3. B – Green Flag

4. D – All of the above

5. C – Sprite

6. Scratch

7. blocks

8. backdrop

9. Green Flag

10. sprites

11. True

12. True

13. False

14. True

15. False

16. D – Visual programming language

17. A – Character in a project

18. B – Starts a project

19. C – Background of a project

20. E – Stops a project

SUMMARY

In this lesson, pupils learned that a Scratch project is a computer program created with Scratch using programming blocks, sprites, backdrops, sounds, and other features to produce animations, games, stories, and interactive activities.

Pupils learned how to apply Scratch programming to create and execute a simple project based on an activity of their choice at home, school, or in the community. They also learned how to select appropriate sprites and backdrops, use programming blocks, run and test their projects, and save the completed work.

Finally, pupils learned that creating Scratch projects helps to develop creativity, logical thinking, problem-solving, computational thinking, and programming skills, while encouraging them to use technology to solve real-life problems and communicate useful ideas.

PRESENTATION

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

Step 1: Introduction – The teacher asks pupils to mention activities they carry out at home, school, or in the community. The teacher explains that these activities can be turned into simple animations or interactive projects using Scratch programming.

Pupils’ Activities: Pupils mention different activities they perform at home, school, or in the community and listen attentively to the teacher’s explanation.

Step 2: Meaning of a Scratch Project – The teacher explains that a Scratch project is a computer program created with Scratch to produce animations, games, stories, or interactive activities using coding blocks.

Pupils’ Activities: Pupils explain the meaning of a Scratch project in their own words.

Step 3: Activities That Can Be Created in Scratch – The teacher explains that Scratch projects can be based on activities such as:

  • Sweeping the classroom
  • Cleaning the home
  • Watering flowers
  • Planting trees
  • Crossing the road safely
  • Keeping the community clean

The teacher discusses how Scratch can be used to demonstrate these activities.

Pupils’ Activities: Pupils identify activities that can be created as Scratch projects.

Step 4: Creating a Scratch Project – The teacher demonstrates how to:

  • Open Scratch 3.0.
  • Choose a backdrop.
  • Add one or more sprites.
  • Use Motion, Looks, Events, Control, and Sound blocks.
  • Run the project using the Green Flag.
  • Test and save the completed project.

Pupils’ Activities: Pupils follow the teacher’s demonstration to create a simple Scratch project.

Step 5: Practical Demonstration – The teacher demonstrates how to create a Scratch project based on a chosen activity, such as cleaning the classroom or watering flowers, using appropriate sprites, backdrops, and programming blocks.

Pupils’ Activities: Pupils create and test their own Scratch projects based on activities of their choice.

Step 6: Group Activity – The teacher divides the class into four groups and assigns the following activities:

  • Group 1: Create a Scratch project based on a home activity.
  • Group 2: Create a Scratch project based on a school activity.
  • Group 3: Create a Scratch project based on a community activity.
  • Group 4: Test the Scratch projects created by the other groups and suggest improvements.

Each group presents its project to the class.

Pupils’ Activities: Pupils work together to design, test, present, and improve their Scratch projects.

Step 7: Lesson Summary – The teacher reviews the meaning of a Scratch project, the steps involved in creating a Scratch project, and how Scratch can be used to perform activities at home, school, and in the community.

Pupils’ Activities: Pupils answer oral questions and summarise the lesson.

Step 8: Evaluation – The teacher asks oral, written, and practical questions to assess pupils’ understanding of creating and executing a Scratch project.

Pupils’ Activities: Pupils answer the evaluation questions and demonstrate their completed Scratch projects.

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,

1. Explain the meaning of a Scratch project.

2. Create a simple Scratch project based on an activity of their choice.

3. Use sprites, backdrops, and programming blocks to execute a Scratch project.

4. Run, test, and save a Scratch project successfully.

5. Demonstrate a Scratch project based on a home, school, or community activity.

6. Explain the importance of Scratch projects in solving real-life problems and promoting creativity.