Scratch
Intermediate
40 mins
Teacher/Student led
+100 XP
Pupils work on their own device

The Four Steps of Computational Thinking, by Building

Apply the four steps of computational thinking to plan and create your own Scratch project. Choose a build idea such as an animated scene or quiz, decompose it, recognise patterns, abstract details and write an algorithm before coding it.

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    1 - Start ~4 mins

    Illustration for StartYou already know how to make things happen in Scratch: sequences, variables, loops, decisions, and fixing bugs. Today the question is different. How do you turn a fuzzy idea into a plan you can actually build?

    You will meet four steps coders use to break a problem down, use them on a build you choose, and start that build in Scratch.

    2 - Four Steps, One Idea ~6 mins

    The four steps of computational thinking

    Coders use four steps of computational thinking to turn a big idea into something they can build. Meet each step on a worked example as you go.

    Worked example: a simple chase

    The idea: your sprite catches another sprite and the score goes up.

    • Decomposition (smaller pieces): your sprite moves; the target moves; detect a touch; score changes.
    • Pattern recognition (what repeats or what you already know): arrow-key movement and a score variable are things you have used before.
    • Abstraction (keep only what matters): one sprite you control, one target, one score. Ignore lives, levels and extra enemies for now.
    • Algorithms (steps in order): when the green flag starts the program, forever: move your sprite on the arrow keys; if your sprite is touching the target, change score by 1 and move the target to a new place.

    That plan is short enough to build. Yours will be too.

    Here is that plan as Scratch blocks. You are not building this one: it is the worked example, so you can see how the four steps turn into code:

    when green flag clicked set [score v] to (0) forever if <key (right arrow v) pressed?> then change x by (10) end if <touching (Target v)?> then change [score v] by (1) broadcast [move target v] end end

    3 - Choose Your Build Idea ~2 mins

    Choose one build idea, or invent a close cousin of one of these:

    • an animated scene (two sprites that take turns doing something)
    • a short quiz round (ask a question, check the answer, change a score)
    • a simple chase (catch a target, score goes up)

    Once you have picked, you will write a short four-step plan for it on the next step, then start building it in Scratch.

    4 - Write Your Four-step Plan ~5 mins

    Open Scratch. Reopen a project you saved earlier if it helps, or start a fresh one. If your saved project is missing, ask your teacher, or start a new one.

    In your copybook, write a short plan for your idea using all four steps. Copy these four headings and finish each one with one short line, like the chase example:

    Your plan
    • Decomposition: Pieces I will build: …
    • Pattern recognition: I will reuse: …
    • Abstraction: Only what matters for now: …
    • Algorithms: In order, the program should: …
    Tip

    Spend only a few minutes on the plan. A rough algorithm is fine: move on to Scratch even if it is not finished.

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    Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab. It is available for free at https://scratch.mit.edu
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