Session 1: Become a Whiz Kid
Students become programming whiz kids. Their first assignment is to sequence a series of tasks to learn about the job of a programmer. Next, they open Scratch Jr to investigate the function of many of the tools. By adding Motion blocks to the programming area, they learn how to code a character's movement. Next, they connect blocks together to form a script that sequences actions. Finally, students cause the script to loop. At the end of the session, they combine their coding skills to create a silly scene. It comes to life by combining a colorful background with moving characters.
Session 2: Count and Code
The programming whiz kids take the Counting Challenge. They learn to direct how many steps a character moves to reach a goal. To start, they solve puzzles to help the cat eat the cake, the dog get the ball, and the horse reach the barn. Next, they explore how to edit the Motion coding blocks to set the number of steps. Once they have mastered this skill, students build scripts to help characters get home. Can they do it?
Session 3: Create a Pet Monster Game
The programming whiz kids design a game. They build code that has a player feed a pet monster. To start, they create an opening sequence to attract attention. It has the character talk, grow, shrink, and blink. The action is controlled using the Wait and Repeat blocks. Afterwards, students apply their knowledge to add food to the stage that when clicked moves to the pet monster and then disappears. What does the pet monster like to eat?
Session 4: Design a Magical Land
The programming whiz kids design an interactive magical land. The game invites players to explore the place to discover surprises. By clicking on objects, they will cause flowers to grow, a sun to spin, or dragons to hop. The speed of the action is controlled to make it happen slow or fast. What amazing things are hidden in the scene?
Session 5: Race to the Finish
The programming whiz kids build a racing game. Players watch the action and then must select the winner. If they pick correctly, the racer will do a celebration dance. Who will reach the finish line first?
Session 6: Game Time
The programming whiz kids invite others to play their racing game. Players rate what they liked the most about the activity. Afterwards, the young game designers answer questions about coding the Scratch Jr project.
Optional Scratch Jr Lessons
- X Marks the Spot: Control movement to design a treasure hunt.
- Be a Gamer: Play a game to provide feedback.
- Invent a Far Away Planet: Create the Planet of Twin. One twin moves fast, the other slow.
- Hop to the Top: Code a hopping match that has the player identify the champ.
- Paint a Background: Apply paint tools to edit or create a backdrop
- I am a Programmer: Reflect upon the coding experience.
Use TechnoWhiz with unlimited users at your site. A site is a physical location such as classroom, school, learning center, daycare, library, or home. If you teach at multiple sites, you will need to purchase one set for each location. Individual projects are downloadable. Order 5 or more projects or a set and receive a USB drive. Transfer the files to all devices at your site. View the PDF teacher guides and workbooks digitally or print as many as you need. Files CANNOT be posted in public domain.