Session 1: Become a Programmer
Students are introduced to programming. They design animated scenes using Scratch. To start, they learn about the importance of computer programs and technology in daily life. By answering a series of questions, they begin to think like a programmer. Afterwards, students study the Scratch interface to label the parts. Once familiar with the environment, they discover how to stack blocks of code together to form a script that makes a character talk. Once they have mastered some of the basics, they explore the Scratch libraries to make a scene of two friends having fun.
Session 2: Build an Aquarium
Students create their first project for the Activity Studio. It is an animated aquarium. To start, they explore Scratch Motion blocks to discover how they can be used to make sprites move across the stage. Next, they learn how to use the Paint Editor to design a fish tank that has a custom backdrop. Afterwards, students use forever and if then blocks to control the fish swimming. To practice coding skills, a list of challenges provides a creative spark. Upon completion, the project is prepared for viewers. Students are then given the option to share the file with the Scratch community and classmates.
Session 3: Design a Maze
Students create their second project for the Activity Studio. It is a maze game. This activity provides an opportunity for students to practice coding skills from Session 2 to solidify their learning. To start, they complete a planning sheet to organize their ideas. Next, they use Scratch to create a puzzle that has players help a character find a way to the end of a path using arrow keys. To make the project unique, a list of challenges helps to make a one-of-a-kind maze. Upon completion, the game is prepared for players.
Session 4: Broadcast a Story
Students create their third project for the Activity Studio. It is an animated story about a magical place. To start, they explore the Looks blocks to discover how they can be used to change the appearance of the main character and setting. Next, they enhance storytelling by triggering actions to occur when there is a switch in the backdrop. Afterwards, they direct the timing of events by sending messages to sprites using the Broadcast blocks. To practice coding skills, a list of challenges provides a creative spark. Upon completion the project is shared with viewers. Students are then given the option to ask a peer to review their story using a checklist.
Session 5: Engineer a Game
Students create their final project for the Activity Studio. They apply their coding skills to develop a game. To start, they use a planning sheet to determine the objective, scoring system, timing, and coding structure. Next, they discuss their design with a partner to assess if it is suitable for young children. Afterwards, students follow instructions to build and test the code. Challenges are included to foster originality. Upon completion, the project is prepared for players.
Session 6: Curate an Activity Studio
Students build an Activity Studio for kids. It will have a collection of Scratch projects including an animated scene, maze, story, and game. To gain player feedback a link to the studio will be shared. Based on observation and questioning, students will make recommendations upon how they can improve their Activity Studio.
Optional Scratch Lessons with Coding Challenges
- Dance to the Beat: Sequence motion with sound.
- Draw Artwork: Understand coordinates by drawing with the pen.
- Invent an Instrument: Edit sound clips to compose music.
- Build an Interactive Diorama: Share facts about nature or an historical event.
- Develop a Treasure Hunt: Find the hidden items in a scene.
- Chat with a Sprite: Use variables to talk with the computer.
- Remix a Scratch Project: Create something new from an existing project.
Use TechnoCode 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.