Design properties

Name
Scratch Jr Game Design
Topic
Computing
Learning time
1 hour
Designed time
1 hour
Size of class
25
Description
A lesson on designing landscape and characters in scratch jr. This is aimed at pupils age 5 and 6 who have never used Scratch Jr before.
Aims
To design a character in scratch jr. To choose a background and place objects within it. To evaluate and improve a design.
Outcomes
Knowledge, Analysis, Evaluation
Editor
kojk

Timeline controls

Timeline

Introduction to Scratch
10 minutes)
  • Read Watch Listen
    10
    0
    Ask children to open the app. Begin by encouraging the children to explore the interface. Ask the children to begin by pressing the + sign to begin their first project. Explain that it begins with the character and you build the project around it. Show the children where to find different backgrounds and additional characters and objects they can place within their project. Show the children how to put a background in and another character.
Notes:
Pupils will need an iPad each with Scratch Jr on it.
Resources linked: 0
Creating a background and characters in Scratch Jr
20 minutes)
  • Investigate
    15
    0
    The children work on their own within the app to experiment with changing the background and adding different characters and objects to the background. Pause children to demonstrate how to change the colour of different objects within the app.
  • Discuss
    5
    0
    Children are then given the opportunity to look at one another work and discuss what they like about what they have done and what they would change. Children discuss what they have learnt so far and explain this to each other.
Notes:
Resources linked: 0
Making a character jump
30 minutes)
  • Collaborate
    10
    0
    Introduce the children to the code blocks that can make a character move. Ask the children to work in pairs or groups of three to work out how to make the character jump three times. Explain to the children that they are going to discuss and collaborate with each other so that each of them is able to make their character jump. All children will be expected to explain how to do this.
  • Practice
    10
    0
    Once the children have managed to make the character jump three times, explain that they are going to practice their programming to make another character move forwards then jump.
  • Produce
    10
    0
    Ask the children to produce a programme that makes a character move towards another character and then both characters jump twice. Ask children to share their completed algorithms and talk about what was successful and unsuccessful in their programming.
Notes:
Resources linked: 0

Learning Experience

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