ACT 1: Scratch Create
Fourth-grade Scratch lessons that introduce foundational computer science concepts through creative coding.
Unit 0: Setting Up Scratch Accounts
This unit introduces the Scratch environment to students as a space to create stories, games, and animations using blocks they control. Students create their own Scratch accounts so they can start creating projects!
Lesson 0: Setting Up Scratch Accounts
Learning Objective
- Introduce the Scratch environment and learn how to log into their Scratch accounts
Unit 1: Computer Science & Scratch Basics
This unit introduces the field of Computer Science and orients students to the Scratch programming environment. Students learn about the study of computers and relate it to skills they learn with the Scratch program. Components of the Scratch project are introduced, such as color-coded-blocks, sprites, and backdrops. They understand how the sprites and code interact through an unplugged activity. Students then learn the Scratch platform by exploring the interface in a scavenger hunt activity and modifying an existing project.
Lesson 1.1: Computer Science & Scratch Basics
Learning Objectives
- Discuss the elements of a computer and learn about the field of computer science
- Learn the components of the Scratch programming interface, which include coding blocks, scripts, and stage
Lesson 1.2: Scratch Charades
Learning Objectives
- Play a Scratch version of charades and determine the script that is performed by the actor
- Learn how block-based programming works without the complexity of the Scratch platform
Lesson 1.3: TIPP & SEE: Scavenger Hunt
Learning Objective
- Learn the TIPP&SEE framework as a guide to observe, learn and explore
Lesson 1.4: Quest Under the Sea
Learning Objectives
- Learn to remix, share, add a project to a class studio
- Also modify a project based on requirements from the Quest
Unit 2: Sequence
When creating an algorithm, the order of the actions matters. In this module, students explore algorithms a sequence of actions to complete a task and sequence - the order of steps in a script. Students start a sprite in the specific location using the go to x: y: block and move a sprite using the glide block. Students learn by modifying an existing project. Students then plan the 3-step sequence for each letter of a name poem, then begin building their project in Scratch.
Lesson 2.1: Intro to Sequence
Learning Objective
- Introduce the computer science concept of sequence by participation in an unplugged hands-on activity
Lesson 2.2: Exploring Sequence with TIPP&SEE
Learning Objectives
- Use the TIPP&SEE strategy to play, predict and explore sequencing within an existing project
- Observe the actions of sprites (move, play sound, say or think something) that run in the proper order
Lesson 2.3: Quest & Name Poem: Plan
Learning Objectives
- Modify an existing project by adding a sequence of actions to sprites to complete their Quest
- Explore through a Name Poem project
- Plan what they want their sprites to do before building their project
Lesson 2.4 Name Poem: Build
Learning Objectives
- Build their Name Poem project
- Create sequences of blocks that contain one event block and at least one action block
Lesson 2.5: Name Poem - Reflect and Share
Learning Objective
- On their own Name Poem projects, then share their projects with a partner
Unit 3: Events
In event-based programming, scripts are triggered when specific events occur (e.g. a sprite is clicked or a key is pressed). In this unit, students learn to use a variety of events to trigger scripts that resize sprites or cause a sprite to do or say something. Students learn by modifying an existing project, then building their own project.
Lesson 3.1: Intro to Events
Learning Objective
- Learn how Events act as commands that can trigger one or multiple actions to occur at the same time
Lesson 3.2: Exploring Events with TIPP&SEE
Learning Objectives
- Explore Events in programming is introduced
- The TIPP&SEE strategy to play, predict and explore an existing Scratch project that contains basic events
Lesson 3.3: Quest & About Me - Plan
Learning Objectives
- Modify an existing project by adding event scripts to complete their Quest
- Also think through how Events work as they plan their About Me project
- Plan what they want their sprites in their program to do
Lesson 3.4: About Me - Build
Learning Objective
- Build their About Me project from nine Scratch blocks that learners have been introduced to
Lesson 3.5: About Me - Reflect and Share
Learning Objective
- On their own About Me projects, then share their projects with two partners
Unit 4: Loop
A loop can be used to animate a sprite by repeating a sequence of instructions. In this module, students learn by playing Scratch Charades, to introduce the use of loops in block-based programming, then modify a project to animate a sprite by switching costumes or moving to the next costume along with repeated step movement. Finally, they plan and build their own animated project. Wait blocks are included to increase or decrease the speed of the animation.
Lesson 4.1: Intro to Loops
Learning Objective
- Play an unplugged game, Scratch Charades, to introduce themselves to using Scratch loop blocks in scripts
Lesson 4.2: Exploring Loops with TIPP&SEE
Learning Objective
- Explore a Scratch project to animate animals in a parade using loops
Lesson 4.3: Quest & Dance Party Plan
Learning Objectives
- Explore through a Dance Party project using loops
- Plan what they want their sprites to do before building their project
Lesson 4.4: Dance Party Build
Learning Objective
- Build their own Dance Party project
Lesson 4.5: Project Share Out & Reflection
Learning Objective
- On their own Dance Party projects, then share their projects with a partner
