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Code with Scratch

Technology • Year Year 7 • 45 • 30 students • Created with AI following Aligned with National Curriculum for England

Technology
7Year Year 7
45
30 students
11 January 2025

Teaching Instructions

Scratch lesson on coding

Code with Scratch

Curriculum Alignment

Key Stage 3 (KS3) - Computing

  • Subject Content: The UK National Curriculum outlines that students in lower KS3 should be able to design, use, and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems.
  • Specific Area: Designing, writing, and debugging programs using a visual programming language (Scratch).

Learning Objectives

By the end of the lesson, students will be able to:

  1. Understand the concept of a loop and how it can be used in coding to repeat commands.
  2. Use Scratch blocks to create a simple animation incorporating loops.
  3. Debug errors in their Scratch programs.
  4. Begin thinking computationally by breaking problems down into smaller tasks.

Resources Needed

  • Computers/laptops with Scratch installed or access to the Scratch website.
  • Interactive whiteboard or projector.
  • Scratch quick-reference guide (printed or displayed).
  • Pre-prepared Scratch template file (e.g., a character and a background ready to work on).

Lesson Structure

1. Starter Activity (5 minutes)

  • Goal: Warm-up and recall prior knowledge.
  • Activity: Pose the question: “What problems do computers solve, and how do they do it?” Students brainstorm for 1-2 minutes, shouting out answers.
  • Facilitate a quick discussion introducing the idea of repetition in solving problems (like repetitive motions, loops for efficiency).
  • Show a simple program on Scratch using the ‘when green flag clicked’ and a motion command without a loop. Manually repeat the block 4-5 times to show inefficiency. Tease the idea of loops as a solution but don’t explain yet.

2. Explanation & Teacher-Led Demonstration (10 minutes)

Focus: Introducing Loops in Scratch

  • Start by defining what a loop is: “A way to repeat actions or commands without writing them multiple times.” Use relatable examples like brushing teeth or taking steps.
  • Open the pre-prepared Scratch project on the whiteboard. This has:
    • A sprite (e.g., a cat).
    • A simple background.
  • Demonstrate how to use a loop:
    1. Use [Motion] blocks (e.g., Move 10 Steps) and run the program without a loop.
    2. Add a repeat block and place the motion command inside.
    3. Challenge students: "What do you think will happen when I run this now?"
    4. Play and explain: "The loop repeats the steps automatically, making our program efficient."

3. Guided Practice (15 minutes)

Goal: Students create their own animation using loops.

Instructions:

  1. Ask students to open Scratch and create a new project.
  2. Give them a step-by-step task:
    • Select a sprite (choose a character of their choice).
    • Select a backdrop.
    • Add motion commands, using a loop to make the sprite move repetitively (e.g., make the sprite glide in a square, or bounce forever).
  3. Provide extension tasks for faster learners:
    • Add a sound effect to the loop.
    • Use the ‘forever’ loop instead of the repeat loop and explain how they differ.

Tips for Teachers:

  • Walk around the room, helping where necessary.
  • Encourage peer collaboration for those stuck. Pair struggling students with confident coders.

4. Debugging Challenge (7 minutes)

  • Present the class with a faulty Scratch program on the whiteboard (e.g., a sprite moves chaotically, or the loop doesn’t run correctly).
  • As a group, debug the program by identifying what’s wrong. Use reasoning (e.g., incorrect block placement, wrong number in the loop).
  • Pose questions like: "What would happen if I changed this number?" or "Why doesn't this loop work as expected?"

5. Plenary (8 minutes)

  • Reflection Discussion: Use the following scaffolding questions:
    • "What is the purpose of using loops in coding?"
    • "What tasks became easier when you used a loop today?"
  • Draw out computational thinking skills: problem decomposition, testing, and debugging.
  • Student Challenge: Give them a "coding riddle" for homework (e.g., "How would you make a sprite move in a circle using loops?").

Finally, ask students to share one thing they learned in the lesson or found exciting.


Differentiation

  • For Lower-Ability Students: Provide a simplified project file they can edit directly (e.g., basic motion blocks with a loop already added). Pair them with capable students for peer support.
  • For Higher-Ability Students: Encourage experimentation with additional blocks (e.g., sounds, conditional statements, or changing sprite costumes).

Teacher Assessment

  1. Observe student engagement during independent work and debugging challenges.
  2. Informal questioning during guided practice.
  3. Review students’ final projects and note who uses loops successfully.

Homework/Extension

Create a Scratch project at home where a sprite repeats a motion (e.g., spinning, bouncing, or gliding) using both a repeat block and a forever block. Prepare to explain the differences in their next lesson.

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