Hero background

Coding with Scratch

Technology • Year Year 4 • 60 • 30 students • Created with AI following Aligned with Australian Curriculum (F-10)

Technology
4Year Year 4
60
30 students
19 October 2024

Teaching Instructions

Students can create basic algorithms using a digital program (Scratch). They will arrange coding blocks to execute steps in a specific order. Using Scratch, students can create a basic program enabling a sprite (character) to respond to events and move in different directions with user input. Students will be able to identify and explain what the basic visual blocks do in the program.

The second lesson is graduate release of responsibility -creating Sprite and backdrop -making character say something (voice recording or typing) -making your character move around -create a storyboard showing the choose your adventure choice options

Coding with Scratch

Year 3-4 Technology Lesson Plan (60 Minutes)

Curriculum Alignment

Subject: Digital Technologies
Level: Year 4 (Years 3–4)
Australian Curriculum Content Descriptions:

  • Develop simple solutions in response to a given challenge using algorithms and coding (ACTDIP010)
  • Create and modify digital solutions, using a range of technology, to complete a task (ACTDIP009)

Learning Objectives

  • Students will create a simple algorithm using Scratch to animate a sprite.
  • Students will manipulate coding blocks to make a character move and respond to events.
  • Students will storyboard a choose-your-own-adventure scenario.

Materials

  • Interactive whiteboard or projector
  • Computers or tablets with internet access (one per student/pair)
  • Scratch app or access to Scratch website
  • Pencils and paper for storyboarding
  • Printouts of Scratch block descriptions for reference

Lesson Structure

Introduction (10 minutes)

  1. Introduction to Scratch:

    • Briefly explain what Scratch is and its uses.
    • Highlight its importance in developing coding and computational thinking skills.
    • Show a short example of a Scratch project (projected).
  2. Discussion:

    • Ask students to think of some simple commands or actions they can ask a character or sprite to perform, e.g., move right, jump, or speak.
    • Introduce the concept of algorithms as a series of steps for completing a task.

Exploring Scratch (15 minutes)

  1. Creating a Sprite and Backdrop:

    • Guide students to open Scratch and create a new project.
    • Demonstrate how to select and customise a sprite and choose a backdrop.
    • Allow students to explore choosing and creating their sprite and backdrop.
  2. Making the Sprite Talk:

    • Show how to add a speech bubble or record sound for the sprite.
    • Encourage students to make their sprite say a sentence using either method.

Coding and Movement (20 minutes)

  1. Movement Commands:

    • Introduce the movement blocks in Scratch (e.g., move steps, turn, glide).
    • Demonstrate how to make the sprite move when an event block (e.g., when arrow keys pressed) is triggered.
  2. Hands-On Activity:

    • Students create a basic program where the sprite moves in response to user inputs.
    • Circulate the room to assist students with arranging coding blocks and troubleshooting.

Storyboard and Reflection (15 minutes)

  1. Storyboard Creation:

    • Explain the concept of a choose-your-own-adventure story.
    • Guide students in sketching a simple storyboard using pencil and paper showing different decision points or scenarios their sprite might go through.
  2. Sharing and Reflection:

    • Allow students to present their storyboard and explain their program to a classmate.
    • Encourage students to discuss what each coding block does with their partner.
    • Ask reflective questions: What challenges did you face? How did you solve them? What would you do differently next time?

Assessment

  • Observe each student's ability to create and run a basic program in Scratch.
  • Review students’ storyboards to ensure logical decision points and understanding of sequence.
  • Use peer feedback from the sharing session to assess understanding and collaboration skills.

Conclusion

  • Reinforce the lesson’s key concepts about algorithms and coding.
  • Encourage students to explore further by thinking about more complex stories or adding more features to their program at home.

This detailed, engaging lesson plan caters to Year 3-4 students and aligns with the Australian Curriculum standards for Digital Technologies. By using Scratch, students develop foundational coding skills in an age-appropriate and enjoyable way, enhancing their creativity and problem-solving skills.

Create Your Own AI Lesson Plan

Join thousands of teachers using Kuraplan AI to create personalized lesson plans that align with Aligned with Australian Curriculum (F-10) in minutes, not hours.

AI-powered lesson creation
Curriculum-aligned content
Ready in minutes

Created with Kuraplan AI

🌟 Trusted by 1000+ Schools

Join educators across Australia