Scratch Lessons Tutors Manual
Scratch Lessons Tutors Manual
Lessons Tutors Manual
Diving Deeper With Scratch
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Table of Contents
Title Page
The Aim of This Lesson Series 4
How to Use This Manual 5
Lesson Format 6
Lesson 1 Skills – Getting Started 7
Lesson 1 Plan – Getting Started 8
Lesson 2 Skills – The Cat and Bat 9
Lesson 2 Plan – The Cat and Bat 10
Lesson 3 Skills – Help the Cat Escape 11
Lesson 3 Plan – Help the Cat Escape 12
Lesson 4 Skills – Motion and Direction 13
Lesson 4 Plan – Motion and Direction 14
Lesson 5 Skills – The XY Coordinate System 15
Lesson 5 Plan – The XY Coordinate System 16
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Table of Contents continued
Title Page
Lesson 6 Skills – Polygons and Flowers 17
Lesson 6 Plan – Polygons and Flowers 18
Lesson 7 Skills – Good Guy / Bad Guy Game 1 19
Lesson 7 Plan– Good Guy / Bad Guy Game 1 20
Lesson 8 Skills – Good Guy / Bad Guy Game 2 21
Lesson 8 Plan – Good Guy / Bad Guy Game 2 22
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The Aim of This Lesson Series
These lessons provide a more in‐depth and detailed
description of concepts introduced in lessons 1‐10
found in the Primary Resources section of the
scratch.ie website:
http://scratch.ie/primary/lessonplans
1. Under the Sea
2. In the Jungle
3. Battle of the Bands
4. A Cartoon about Me
etc…
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How to Use This Manual
This manual contains the following outlines for each
lesson in the series:
• Lesson Skills
– A summary of the expected learning outcomes for the given
lesson consisting of:
• Computer science and mathematical concepts.
• Specific Scratch skills.
• Lesson Plan
– An overview of the sequence and timing of each lesson.
This is broken down into 5 – 15 minute intervals. This serves
to keep each lesson to within the target time of 50 minutes.
• Project Resources
– Links to external projects that are used in the lesson.
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Lesson Format
• This lesson series consists of eight “ready made” lessons,
each of which has been planned to take just under 1 hour.
• Each lesson demonstrates key concepts using concrete
examples in a step by step format. The prescriptive format is
appropriate because:
– The structured lessons provide a compliment to the explorative and
experimental activities that the students will be doing on their own.
– Volunteers who are delivering the lessons may not have extensive
teaching backgrounds, therefore, the lessons provide structure and a
known outcome.
– IT professionals who will be volunteering one hour out of their work day
to visit a school may not have the time to prepare lessons. The ready
made lessons offer a time savings.
– These lessons provide a common reference point for the entire class
when applying the concepts to their own projects during the school year.
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Lesson 1 Skills: Getting Started
• In lesson 1 we use the context of creating an animation to
introduce the following concepts:
– Sequential execution of instructions
– Loops
– Multi‐threading
• Scratch skills:
– Dragging blocks to make scripts
– Animations by changing costumes
– Adding/ changing a background
• Project Resources
– The completed project is at: http://scratch.mit.edu/projects/12624412/
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Lesson 1 Plan: Getting Started
Activity Time Pages
Introduce the Scratch application 5 min 2‐4
• Navigate to Scratch website or start up “offline editor”
• Sign in to Scratch. Save project as individual name.
• Project Resources
• The lesson can start with this project: http://scratch.mit.edu/projects/12624412/
• The completed project is at: http://scratch.mit.edu/projects/12624773/
– Demonstrate the completed project at the beginning of class.
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Lesson 2 Plan: The Cat and Bat
Activity Time Pages
Start with the animation created in lesson 1 5 min 2
• If students don’t have theirs, they can use this one:
http://scratch.mit.edu/projects/12624412/
• Discuss the story plan.
• Demo completed project: http://scratch.mit.edu/projects/12624773/
Add a second sprite – the bat. 10 min 3,4
Distribute a copy of the finished “Hello World” project to those who need it:
http://scratch.mit.edu/projects/12624412/
• Make the bat appear suddenly and say, “Boo”!
Make the bat flap it wings 5 min 5
Make the cat run away from the bat without broadcasting 10 min 6‐10
• Test the bat and cat actions individually.
• Put the story together.
• Show limitation of wait delay by making the bat appear with the space key
Introduce Broadcasting 10 min 11‐14
• Make the bat scare the cat into running away using broadcasting
Run the Story. 5 min 15‐16
• Save your work
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Lesson 3 Skills: Help the Cat Escape
• In lesson 3 we continue the story by having the cat escape to another scene.
This covers the following concepts:
– Communication between objects (sprites and backgrounds)
– If statement – conditional logic
– Sensing ‐ Edge detection
– Polling
– Boolean logic – True / False
– Multi – threading
– Unit testing and debugging
– Events
• Scratch skills:
– Broadcasting to multiple objects
– Sensing
• Project Resources
– The lesson must start with this project: http://scratch.mit.edu/projects/12624773/
– The completed project is at http://scratch.mit.edu/projects/12625222/
• Demonstrate the completed project at the beginning of class
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Lesson 3 Plan: Help the Cat Escape
Activity Time Pages
• Project Resources
– The completed project is at http://scratch.mit.edu/projects/12624196/
• Demonstrate the completed project at the beginning of class
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Lesson 4 Plan: Motion and Direction
Activity Time Pages
Introduce the “move” block: 5 min 2‐4
• Start a new project.
• Experiment with clicking on the “move” block.
• Hook up the “move” block to the right arrow key.
Negative Numbers 10 min 5‐8
• Hook up the “move” block to the left arrow key.
• Figure out how to move left with the left arrow key.
• Discuss negative numbers and how they relate to left movement.
• Show the number line and it’s relationship to L and R movement.
Direction 10 min 9‐14
• Move up and down. Discuss how this can be done.
• Experiment with choosing different directions.
• Introduce direction and angles. Show the circle and all it’s degrees.
• Make the sprite face the direction it is moving
Rotation 10 min 15, 16
• Introduce the rotation styles.
Animation 15 min 17, 19
• Make the character walk (or fly or swim) when moving.
• Choose other characters which have animation costumes.
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Lesson 5 Skills: The XY Coordinate System
• In lesson 5 we explore the XY coordinate system and introduce the
following concepts:
– The stage size
– The pixel
– Movement along the x axis
– Movement along the y axis
• Scratch skills:
– XY position in 2 dimensional coordinate space
– The “go to x_ y_” block
– The “glide to x_ y_” block
– Combining x and y to move in four directions up, down, right, left
• Project Resources
– Demonstrate or have the class play with the “xyPosition”
project: http://scratch.mit.edu/projects/12776565/
– Add scripts to enhance the “Ant Farm” game:
http://scratch.mit.edu/projects/12778304/
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Lesson 5 Plan: The XY Coordinate System
Activity Time Pages
Scratch Stage size = 480 x 360 pixels 5 min 2,3
• Describe the pixel
• Ask students where do they think 0 is placed.
The X number line : 10 min 4 ‐ 7
• Show positive, negative, 0. Right and left maps to + and –
• Hook up L and R arrow keys to corresponding changes in X
The Y number line 5 min 8
• Show positive, negative, 0. Up and down maps to + and –
The XY coordinate system 15 min 9 ‐ 15
• Hook up all 4 arrow keys and move in the corresponding direction by
changing x and y.
• Play with the pen, make a drawing program.
• Move the a sprite around the stage using go to x: y: and the glide blocks
Play with “xyPosition” demo. See how x and y work together 5 min 16
http://scratch.mit.edu/projects/12776565/
Take the “Ant Farm” project and make the ant go through the maze 10 min 17‐20
http://scratch.mit.edu/projects/12778304/
• Move by using the arrow keys
• Move by creating a script that makes the ant move automatically.
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Lesson 6 Skills: Polygons and Flowers
• In lesson 6 we learn about polygons, how to draw flowers and
introduce the following concepts:
– The circle described in degrees
– Repeat loops and the number of iterations to make in a complete circle.
– Polygons and the number of degrees in the angle of their vertices
– Nested repeat loops
• Scratch skills:
– Repeat loops
– The pen
– Drawing on colored backgrounds
• Project Resources
– Demonstrate the “Flowers” project:
http://scratch.mit.edu/studios/254501/
– Demonstrate the “Polygon Creator” project:
http://scratch.mit.edu/projects/12990763/
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Lesson 6 Plan: Polygons and Flowers
Activity Time Pages
Describe direction and the circle 5 min 2 ‐ 4
Draw a square: 10 min 5 ‐ 7
• Draw one corner
• Draw the remaining corners
• Introduce the “repeat” loop
Polygons 10 min 8 ‐ 12
• Show how angles in vertices are related to the degrees in the circle divided
by the number of sides
Draw polygons in Scratch 10 min 13
• Experiment with the number of sides
• Play with the pen, make multi‐colored polygons.
• Demo “Polygon Creator” project:
http://scratch.mit.edu/projects/12990763/
Draw flowers in Scratch 10 min 14, 15
• Place the polygon loop inside of another repeat loop.
• Draw several flowers inside each other
• Draw flowers in various places all over the stage
• Demo “Flowers” project: http://scratch.mit.edu/studios/254501/
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Lesson 7 Skills: Good Guy / Bad Guy Game 1
• In lesson 7 we create a game and introduce the following
concepts:
– The design process
– Variables and Data
– Incrementing and decrementing variables
– Closing “Game Over” state – win or lose.
• Scratch skills:
– Variables – how to create and use them.
– Sprite creation
• Project Resources
– The completed lesson 7 project:
http://scratch.mit.edu/projects/13024872/
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Lesson 7 Plan: Good Guy / Bad Guy Game 1
Activity Time Pages
Discuss the game design 5 min 2
Create the characters: 10 min 3 ‐ 7
• The good guy
• The bad guy
Touch detection 10 min 8 ‐ 12
• Discuss score change on a “touching” event
• Create the touch detection script
• Test the touch detection script
Keeping score 10 min 13‐17
• Discuss the scoring objective
• Create the score variable
Add the scoring script to the game 10 min 18,19
Play the game 5 min 20,21
• Discuss ways to improve the game
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Lesson 8 Skills: Good Guy / Bad Guy Game 2
• In lesson 8 we continue working on our game from the
previous lesson and introduce the following concepts:
– The design process
– Logic
– Incrementing and decrementing variables
– Closing “Game Over” state – win or lose.
– Random Numbers
• Scratch skills:
– Variables – how to create and use them.
– Sprite creation
– Random placement of sprites on the stage.
• Project Resources
– The completed lesson 7 project:
http://scratch.mit.edu/projects/13024872/
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Lesson 8 Plan: Good Guy / Bad Guy Game 2
Activity Time Pages
Discuss new features to add to the game 5 min 2,3
• Continue with the game from the previous lesson. If not available use
this one: http://scratch.mit.edu/projects/13024872/
Ending the game: 20 min 4 ‐ 12
• Create the scripts
• Create the “You Lose” game over screen
Winning the game: 20 min 13‐19
• Create score change on a “touching” event
• Create the touch detection script
• Test the touch detection script
• Create the “You Win” game over screen
Making the game more challenging 5 min 20,21
• Use random numbers to change location of “health” sprite
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