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Creating Your Sprite

Technology • Year Year 5 • 60 • 30 students • Created with AI following Aligned with National Curriculum for England

Technology
5Year Year 5
60
30 students
11 January 2025

Teaching Instructions

This is lesson 2 of 14 in the unit "Scratch Coding Basics". Lesson Title: Creating Your First Sprite Lesson Description: Students will learn how to create and customize their first sprite, exploring the options for choosing and editing sprites in Scratch.

Creating Your Sprite

Lesson Overview

Unit Title: Scratch Coding Basics
Lesson Title: Creating Your First Sprite
Curriculum Area: Computing (Key Stage 2 - Use of Software to Design and Create Programs)
Relevant Standards (UK NC):

  • KS2 Computing: Design, write, and debug programs that accomplish specific goals.
  • KS2 Computing: Use sequence and selection in programs.
  • KS2 SEND Inclusion Guidance: Support diverse learning needs by breaking down tasks, using visual aids, and offering multisensory instruction.

Lesson Duration: 60 minutes
Class Size: 30 students
Ages: Year 5 (9–10-year-olds)

Learning Objectives

By the end of this lesson, students will:

  1. Understand what a sprite is in Scratch and why sprites are important in programming.
  2. Be able to select, create, and customise a sprite using Scratch’s built-in options.
  3. Work independently or with peers to explore creative ways to edit a sprite.
  4. Build confidence in using technology through clear steps designed to support SEND dyslexic learners.

Key Vocabulary

  • Sprite: A character or object in a program that can perform actions.
  • Costume: The appearance of a sprite that can be changed.
  • Customise: To make something your own by editing or modifying it.
  • Stage: The area in Scratch where sprites appear and interact.

Lesson Materials

  • Classroom computers (1 per student ideally, but sharing in pairs is an option).
  • Scratch account access for all students.
  • Pre-loaded Scratch project with a blank stage (provided by the teacher).
  • Colour-coded instruction cards for dyslexic students (with visuals).
  • Large print font on printed instructions.
  • Interactive whiteboard or projector for teacher modelling.

Differentiation for Dyslexic Students

  • Use visuals and icons more than text in instructions.
  • Chunk instructions into smaller, manageable steps.
  • Use Comic Sans or OpenDyslexic fonts for printed materials.
  • Pair dyslexic students with confident, patient peers during pair work, ensuring inclusivity.
  • Incorporate hands-on activities to reinforce learning (e.g., drawing sprites on paper first).

Lesson Breakdown

Warm-Up (5 minutes)

  1. Teacher Question: "Who can remember what we learned in our last lesson on Scratch? Why are sprites important?"

    • Allow students to recall prior learning in pairs (Think-Pair-Share).
    • Summarise key points on the board, using diagrams and visuals for clarity. For dyslexic learners, doodle a quick stick-figure sprite to represent the concept visually.
  2. Introduction: Explain that in today’s lesson, students will make their very first sprite and learn how to customise it! Show enthusiasm to spark curiosity.


Step 1: Understanding Sprites (10 minutes)

Teacher Modelling on Interactive Whiteboard:

  1. Open Scratch and show students the blank stage.
  2. Click on the 'Choose a Sprite' button at the bottom right. Explain the options:
    • Choose a Sprite: Pick from the Scratch library.
    • Paint Your Sprite: Draw your own sprite from scratch.
    • Upload a Sprite: Use an image from your computer.
  3. Show an example of each option quickly but focus on "Choose a Sprite" for simplicity today.
  4. Navigate to the sprite library, choose an item, and drag it onto the stage. Tailor this demonstration for visual learners by circling and highlighting key buttons with the whiteboard pen.

Step 2: Hands-On Practice (15 minutes)

  1. Individual Task:
    • Each student logs in to Scratch and creates their sprite using the "Choose a Sprite" option.
    • Encourage creativity: They can pick animals, objects, or people for their sprite.
  2. Support for Dyslexic Learners:
    • Provide instruction cards with visuals for logging into Scratch and selecting a sprite.
    • Walk around the classroom to assist with reading prompts or navigating menus.
    • Use audio cues: Read out step-by-step instructions for the whole class (e.g., "Step 1: Click the cat icon.")

Step 3: Customising Sprites (15 minutes)

  1. Explore Costume Editor:
    • Model customisation using the sprite's 'Costumes' tab.
    • Show students how to:
      • Change colours.
      • Add text to their sprite.
      • Resize or rotate elements.
  2. Group Challenge:
    • In pairs, students create an "improved" version of their sprite. Challenge them to make their sprite creative or funny (e.g., a giraffe wearing a hat).
    • Encourage peer discussions to develop ideas together.
  3. Important Note for Dyslexic Students:
    • Stress that perfect spelling while typing labels or names on costumes isn’t important, and they can use simple words.
    • Create a buddy system so reading/writing tasks feel less daunting.

Plenary (10 minutes)

  1. Show-and-Tell: Students take turns showing their customised sprites on their screens to the class.
    • Encourage positive feedback: "What do you like about this sprite?"
    • Focus questions towards creativity rather than technical terms (e.g., "What inspired your design?").
  2. Reflection:
    • Hand out exit tickets with sentence starters for students to complete:
      • "Today, I learned..."
      • "My favourite part was..."
      • "Next time, I want to try..."
    • Dyslexic learners can verbally share their thoughts with a TA or classmate if preferred.

Assessment and Feedback

  1. Formative Assessment: Monitor students during pair work and provide verbal feedback to affirm successes and suggest improvements.
  2. Student Output: Assess completed sprites for evidence of effort and creativity.
  3. Reflection Check-ins: Exit tickets will help gauge understanding and identify any students needing additional support.

Extension Ideas

For students who finish early:

  • Explore the "Paint Your Sprite" feature to draw their own character.
  • Experiment with animating the sprite by adding a second "costume" for movement.
  • Challenge: Add more sprites and invent a story involving them!

Teacher Tips and Reflection

  • Inclusion: Ensure every student logs into Scratch, as mastering basic navigation is key for the lesson.
  • Technology Backup: Have a no-tech activity ready (e.g., designing a sprite on paper) in case of computer issues.
  • Next Lesson Preview: Tease Lesson 3 by showing off a simple animation, exciting students about moving their sprites!

Let’s help students turn imagination into creation!

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