ACT 2: Scratch Design
Fifth-grade Scratch lessons that build on ACT 1 with more advanced coding concepts and creative projects.
Unit 1: Animation
This unit provides an overview of the Scratch programming environment. The computer science concepts of sequence, event, and loop are reviewed/introduced using an existing Scratch Project. Students use a learning strategy called TIPP&SEE to understand and modify a scratch project. Students create their own animated story using Scratch.
Learning Objectives
Define “sequence”, "event", "loop" Define "algorithm" and "program" Use TIPP&SEE framework to play and tinker with an existing animation project Modify an existing animation project Create an animated story in Scratch
Lesson 1.1: Scratch Basics, Sequence and Events Review
Students review Scratch Basics skills and the CS Concepts of Sequence & Event.
Learning Objective
- Review Scratch Basics skills and the CS Concepts of Sequence & Event
Lesson 1.2: Animation: Unplugged & TIPP&SEE
The concepts of Loop & Animation are introduced through an unplugged “Flipbook” activity and by completing a TIPP&SEE for an existing animation project.
Learning Objective
- Explore Loop & Animation through an unplugged “Flipbook” activity and by completing a TIPP&SEE for an existing animation project
Lesson 1.3: Quest & Animated Story: Plan
Students modify an existing project by adding and changing repeat loops to complete a “Quest.” Students also think through how Animation works as they plan their Animation Story Project.
Learning Objective
- Modify an existing project by adding and changing repeat loops to complete a “Quest.” Also think through how Animation works as they plan their Animation Story Project
Lesson 1.4: Animated Story - Build
Students build their Animation Story Project.
Learning Objective
- Build their Animation Story Project
Lesson 1.5: Animated Story - Reflect & Share
Students reflect on their own Animation Story Project, then share their project with partners.
Learning Objective
- On their own Animation Story Project, then share their project with partners
Unit 2: Loops with Conditions
In this unit, students learn about loops with conditions that can be used to initiate the actions of a sprite. When a condition is true, a sprite will run certain actions. Conditions can change, which will initiate or stop the running of actions in a program. Students learn by playing Twister Maze, an unplugged, interactive game to introduce the use of loops with conditions in block-based programming. Students then modify a project to explore the actions of a sprite when certain conditions are true....
Learning Objectives
Define “condition", "loops with conditions" and "sensing" Understand that conditions can be true or false and what this represents in a program Create scripts with multiple conditions that initiate different actions Share projects and provide constructive feedback
Lesson 2.1: Intro to Loops with Conditions
Students explore the computer science concept of Loops with Conditions and will play an unplugged, hands-on activity.
Learning Objective
- Introduce the computer science concept of Loops with Conditions and play an unplugged, hands-on activity
Lesson 2.2: Exploring Loops with Conditions
Students explore a Scratch Project to identify how Loops with Conditions work and the types of sensing conditions that are used in loops.
Learning Objective
- Explore a Scratch project to identify how Loops with Conditions work and the types of sensing conditions that are used in loops
Lesson 2.3: Loops with Conditions: Quest & Plan
Students modify an existing project and plan a new project using loops with conditions.
Learning Objective
- An existing project and plan a new project using loops with conditions
Lesson 2.4: Loops with Conditions: Build Project
Students complete a Debugging Challenge and build their new loops with conditions project.
Learning Objective
- A Debugging Challenge and build their new loops with conditions project
Lesson 2.5: Loops with Conditions: Reflect and Share
Students reflect on their own projects, then share their projects with a partner/class. Students learn about a Memorable Computer Scientist.
Learning Objectives
- On their own projects, then share their projects with a partner/class
- About a Memorable Computer Scientist
Unit 3: Parallelism and Synchronization
Parallelism occurs when sets of instructions, for two or more sprites, run at the same time. Synchronization occurs when coordinating the back and forth actions between 2 or more sprites. In this module, students learn to synchronize the actions of 2 sprites by using wait blocks to set the timing of the scripts. Students also learn how to run parallel scripts for 2 sprites by creating scripts that start with the same event block. Students learn by modifying an existing project, then building their own project.
Learning Objectives
Define "Parallelism" Define "Synchronization" Write scripts that run parallel by using the same event block Write scripts that coordinate actions between 2 sprites
Lesson 3.1: Exploring Parallelism with TIPP&SEE
Students explore the concept of parallelism by participating in an unplugged class activity and by completing a TIPP&SEE for an existing project.
Learning Objective
- Introduce the concept of parallelism by participating in an unplugged class activity and by completing a TIPP&SEE for an existing project
Lesson 3.2: Exploring Synchronization with TIPP&SEE
Students explore the concept of synchronization by participating in an unplugged class activity and by completing a TIPP&SEE for an existing project.
Learning Objective
- Introduce the concept of synchronization by participating in an unplugged class activity and by completing a TIPP&SEE for an existing project
Lesson 3.3: Parallelism & Synchronization: Quest & Plan
First, students modify the parallel path/synchronization existing project. Then, students plan for a new open-ended project that uses parallelism and synchronization.
Learning Objectives
- First, modify the parallel path/synchronization existing project
- Then, plan for a new open-ended project that uses parallelism and synchronization
Lesson 3.4: Parallelism & Synchronization: Build
Students use their planning guides to build their project in Scratch. The project focuses on using parallelism & synchronization.
Learning Objectives
- Use their planning guides to build their project in Scratch
- The project focuses on using parallelism & synchronization
Lesson 3.5: Parallelism & Synchronization: Share & Reflect
Students reflect on their own projects, then share their projects with a partner.
Learning Objective
- On their own projects, then share their projects with a partner
Unit 4: Variables
A variable is used to store information in a computer program. This information can then be used in different parts of a program. In this module, students explore the concept of variables through examples, discussion, and playing the unplugged VARIO card game. Students interact with the concept by exploring an existing project and modifying it. Finally, with a partner, they plan and build their own game with variables in Scratch.
Learning Objectives
Define "Variables" Create a variable and use it in a program Use a variable in a loop with conditions to detect when the condition is true Share projects and provide constructive feedback
Lesson 4.1: Intro to Variables
Students explore the concept of variables through the VARIO unplugged card game.
Learning Objective
- Explore variables through the VARIO unplugged card game
Lesson 4.2: Exploring Variables with TIPP&SEE
Students explore a Scratch project to understand the variables concept in context using a TIPP&SEE activity.
Learning Objective
- Explore a Scratch project to understand the variables concept in context using a TIPP&SEE activity
Lesson 4.3: Variables: Quest & Plan
Students modify an existing project and then work in pairs to plan a new project using variables.
Learning Objective
- An existing project and then work in pairs to plan a new project using variables
Lesson 4.4: Variables: Build
Students complete a Debugging Challenge and build their new game with variables project.
Learning Objective
- A Debugging Challenge and build their new game with variables project
Lesson 4.5: Variables: Share & Reflect
Students reflect on their own projects, then share their projects with a partner. Students learn about a Memorable Computer Scientist. Contact Us at ECforALL@uci.edu Back to Top This curriculum is supported in part by the National Science Foundation through Grants #2317832 and #1923136 and by the United States Department of Education through Grant #U411C190092. ©2022 by ECforALL.
Learning Objectives
- On their own projects, then share their projects with a partner
- About a Memorable Computer Scientist
