Programmers give a computer a clear list of instructions and then run it to see what happens — exactly what you're about to do. Some of you have used ScratchJr; today we move up to the full version of Scratch that older students and real coders use.
Watch the board first as each piece is modelled, then try it on your own device and click to run it. Keep an eye out for things that feel familiar from ScratchJr — and things that are brand new.
Set the scene at the IWB: today we move from ScratchJr to the full Scratch. Tell pupils to watch you model each step before they try it. Ask: <em>Who has used ScratchJr before? What could you make the characters do?</em> Have devices ready but screens down while you talk.
Welcome your students to the exciting world of coding! Explain to them that they will be using a platform called Scratch, where they can create their own games, animations, and interactive stories. Encourage them to imagine bringing their own characters to life, making them move, dance, jump, and more. Also, let them know that they will learn how to add beautiful scenes or backdrops to their projects. Make sure to create an atmosphere of fun and excitement for this coding adventure.
Here are some prompts to help you introduce the lesson:
Remember, the goal is to spark their curiosity and get them excited about learning Scratch.
Keep this welcome brief and lively. Note that pupils do not need accounts for this taster — they'll work in the editor without logging in, which saves a lot of time. Ask the prompt questions to gauge prior experience, then move on rather than dwelling.
Welcome to the exciting world of Scratch!
Next we're going to watch a short video that will introduce us to Scratch. As we watch, pay close attention to how the characters, or 'sprites', move around and interact. Think about how you might like to make your own sprite move. Maybe it could dance, jump, or even fly! After we've watched the video, we'll start exploring Scratch ourselves. So, let's get ready to dive into this fun coding adventure!
Play the short intro video on the IWB. Tell pupils beforehand what to look for: how sprites move and interact. Ask afterwards: <em>What did you notice a sprite could do?</em> Check sound and screen visibility before pressing play.
Now the students are ready to try our scratch themselves. Get the students ready with their devices and go to the Scratch website:
scratch.mit.edu
Students (with your help) need to:
Once all the students are on the Scratch website, get them to click on the 'Create' link at the top of the page. This will open up the project editor.
Walk the class to scratch.mit.edu together and model clicking 'Create'. The pop-up tutorial box catches everyone out — show exactly where to close it. Circulate to help slower devices; a confident pupil per group can help neighbours get to the editor.
Now let's add our first piece of code. We are going to add some code to give the cat sprite some instructions to move.
Get the students to open the Events toolbox (yellow circle) and drag the
when green flag clicked
block into the code area. Next get them to open the Motion toolbox (blue circle) and then attach the
move (10) steps
block to the when green flag clicked block.
Model on the IWB: drag the green-flag block from Events, then the move block from Motion, and snap them together. The key bug: blocks placed near each other but not actually connected — nothing happens when they run. Ask: <em>What made the cat move?</em> Get everyone clicking the green flag.
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