Teacher’s Guide Scratch Beginners Written by Nichola Wilkin © Nichola Wilkin Ltd. 2014 Terms and Conditions Definitions “Purchasing Institution” is the individual school which purchases this Scheme of Work. It does not include any other differently named schools or academies in a different and/or discrete catchment area or with a different intake criteria even if it is under the same head teacher’s or department head’s control. “Scheme of Work” is all the work on the purchased disk which includes the lesson plans, PowerPoint presentations, handouts, worksheets, homework, teacher’s notes, mark sheets and mark book. You may 1. Install or upload the Scheme of Work on the Purchasing Institution’s secure VLE and/or school network to be accessed by students and teachers by a secure login facility 2. Print and photocopy worksheets and handouts to distribute to students within the Purchasing Institution 3. Allow the Scheme of Work to be passed to other teachers within the Purchasing Institution 4. Modify or adapt the Scheme of Work to personalise any instructions or directions (such as “save your work on the K drive” or “email your work to me at _____@____” 5. Make one copy for archive or backup purposes only which will still be bound by these terms and conditions You may not (without the written permission of Nichola Wilkin): 1. Reproduce transmit or distribute the Scheme of Work in any form outside of the Purchasing Institution, with the exception of photocopying handouts and worksheets for students’ personal use and putting content onto the Purchasing Institution’s secure network or VLE 2. Reproduce, transmit or distribute the Scheme of Work to other schools, legal entities, individuals or teachers outside of the Purchasing Institution 3. 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All rights reserved. © Nichola Wilkin Ltd. 2014 Page 1 Table of Contents Introduction ........................................................................................................................................... 3 Number of lessons ................................................................................................................................ 3 Suitability............................................................................................................................................... 3 Differentiation ........................................................................................................................................ 3 Pupils’ self-assessment of their skills .................................................................................................... 3 Spreadsheet Mark Book........................................................................................................................ 4 Assessing without Levels ...................................................................................................................... 4 Summative and Formative Assessment ................................................................................................ 5 Pupils working in pairs .......................................................................................................................... 5 Placemats ............................................................................................................................................. 5 Preparation needed by the teacher ....................................................................................................... 6 Cross-Curricular Links .......................................................................................................................... 6 Lesson 1 of 6 ........................................................................................................................................ 7 Lesson 2 of 6 ........................................................................................................................................ 8 Lesson 3 of 6 ........................................................................................................................................ 9 Lesson 4 of 6 ...................................................................................................................................... 10 Lesson 5 of 6 ...................................................................................................................................... 11 Lesson 6 of 6 ...................................................................................................................................... 12 © Nichola Wilkin Ltd. 2014 Page 2 Introduction This unit is suitable for pupils in KS2. It does not assume any prior programming knowledge and covers the following guidelines in the National Curriculum: Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts Use sequence, selection, and repetition in programs; work with variables and various forms of input and output Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs Number of lessons Recommend 6 x 1 hour lessons, although this will work with slightly shorter or longer lessons. The timings shown are colour coded to help you split up the lesson timings to fit your length of lesson. Pink Short activities (under 5 minutes each) Yellow Medium length activities (Between 6 and 12 minutes long) Blue Longer activities (over 12 minutes long) Suitability This project is suitable for mixed ability classes. Differentiation Lessons are differentiated by outcome and this is reflected in the success criteria and part of each lesson involves the students working independently, freeing up the teacher to offer more one-to-one help to the students who need it. Pupils’ self-assessment of their skills Each pupil should be given a self-marking sheet on which they will need to write their name so that they can get the same sheet back each lesson. This should be completed at the end of every lesson and the last slide in each presentation tells you the new skills that they have learnt and the skills they have revisited from previous lessons. The pupils should shade in the face that matches their confidence in the relevant skills using the key shown at the bottom. There are 4 levels of confidence to avoid pupils picking the middle option without really thinking about it. As the pupils revisit skills as the unit progresses, their confidence will grow and they may end up shading in more than one face for some of the skills showing progress over time. © Nichola Wilkin Ltd. 2014 Page 3 Spreadsheet Mark Book The grades can be stored centrally on the spreadsheet allowing the teacher to easily see the skill level of the pupils in the whole class. To enter the data onto the spreadsheet type the pupils’ names in the top bar and enter a 0, 1, 2, 3 or 4 in the relevant boxes to show the level of competence for each task. The spreadsheet will automatically colour code itself for an easy-to-see guide about the whole class understanding. Although you will probably want to use the pupils’ self-assessment of the guide, you should enter the grades from your own observations into the spreadsheet. The numeric codes to use in the Mark Book are as follows: 0 1 2 3 4 Skill not attempted or the pupil was absent. The pupil still needs help in this area. The pupil can usually do this on their own but can get stuck when taking it further or lacks confidence in their own ability and like confirmation when attempting this task. The pupil can perform this task. The pupil can confidently perform this task and feels able to teach somebody else this skill. This then forms a useful tool when writing reports and understanding the pupils’ level of understanding. Assessing without Levels “As part of our reforms to the national curriculum, the current system of ‘levels’ used to report children’s attainment and progress will be removed. It will not be replaced. We believe this system is complicated and difficult to understand, especially for parents. It also encourages teachers to focus on a pupil’s current level, rather than consider more broadly what the pupil can actually do. Prescribing a single detailed approach to assessment does not fit with the curriculum freedoms we are giving schools.” Taken from www.education.gov.uk/schools/teachingandlearning/ curriculum/ nationalcurriculum2014/ a00225864/ assessing-without-levels downloaded on 5th March 2014 © Nichola Wilkin Ltd. 2014 Page 4 Summative and Formative Assessment Our marking system does not use national curriculum levels but instead shows teachers their pupils’ confidence and ability in the skills that meet the national curriculum which aids the teachers planning for future lessons and can then be reported on easily to parents and other relevant parties as necessary. The Mark Book allows the teachers to record their own grades in an easy to use colour coded single location so can see the ability and confidence of all pupils in their class. Pupils working in pairs If your school requires pupils to work in pairs on laptops, due to limitations on the availability of equipment, there are a number of strategies that you can put into place so that all pupils are kept activate and engaged throughout the lesson. It is up to the teacher to decide how these are implemented and lessons can be adapted to meet the needs of your pupils and resources available. Placemats – You could give out the placemats to the pupils who are not using the laptop so that they have a worksheet to work though. You could then go through the answers with the whole class at the end of the lesson. “I’m the Boss” – The pupil using the laptop can only perform actions if the other pupil gives them instructions of what to do. The “Boss” must give precise instructions such as “Right-Click on the sprite and select Delete” rather than simply saying “Delete the sprite”. Use a timer – Set a timer and after a set amount of time the pupils have to switch over so that the observer gets to use the laptop and the original user becomes the observer. The time intervals should be kept short (for instance 1 minute) so that they are constantly changing over and the pupils are kept involved with watching what the other is doing, knowing that they will have to take over the action in a short amount of time. Split the class – You may want to split the whole class into two separate groups so that one half of the class do something completely different - you will need help from a teaching assistant for this. Make sure the group is kept occupied with an interesting activity from another area of your curriculum that needs to be covered while you teach the other half of the class so that pupils get one laptop each. You will then need to swap the groups over so that the other half of the class gets to use the laptops. Placemats The placemats are optional and may be used at the teacher’s discretion. There are several ways that they can be used. Pupils working in pairs – This is outlined above and may help with keeping the pupils occupied if they need to share a laptop. Extension Activity – This can be given to pupils who want to do something more in the lesson and stretch their learning. Reinforcement of learning – You may want to use the placemat once the pupils have returned to their classroom or cleared the laptops away to reinforce what they have learnt during the lesson. © Nichola Wilkin Ltd. 2014 Page 5 Preparation needed by the teacher Download Scratch onto each computer rather than try to use the online version; although they work in the same way the online version looks different and does rely on the school having a high-speed and consistent internet link and many schools find it slows down when a whole class try to all access it at once. You can download Scratch from the following website: http://scratch.mit.edu/scratch2download/. The teacher needs to make sure that they are familiar with the contents of each lesson and should practise the programming skills themselves so that they are familiar with the programming which will help them with assisting the pupils in the lesson. Each pupil should be issued with a mark sheet and the teacher must also make sure they have enough copies of the placemat; 1 per pupil if you wish to use them. The lessons use videos to teach the pupils the skills they need; this will require the teacher to make sure that they have speakers attached and switched on. Cross-Curricular Links This unit can be adapted so that for the final lesson the games they produce follow a topic theme that you are following in other areas of the curriculum. In lessons 2 and 5 there is a strong link between numeracy and computing where the pupils draw geological shapes and use X and Y coordinates. © Nichola Wilkin Ltd. 2014 Page 6 Scratch Beginners Lesson 1 of 6 Lesson objective: All will be able to: Change the look of a sprite. Write the code to move a sprite. Most will be able to: Some will be able to: Make the sprite move. Add further sprites and alter the speed that they move. Key Facts about the lessons Key Vocabulary: Scratch Sprite Stage Method of Assessment: Questioning pupils Work completed Marking the placemat Script Move Forever Key Questions: 1. How can you change your sprite to another one? 2. How can you make your sprite move? 3. What does the Forever loop do? PLTS: Independent Enquirers Creative Thinkers Reflective Learners Effective Participants. Starter Time Medium Activity Description Explain the “Big picture” with the class so that they know what they will be learning in this unit. Help the pupils log on and find Scratch to complete the starter. Resources Lesson 1.ppt Slides 1 – 3 Main Activities Time Short Activity Short Activity Short Activity Short Activity Medium Activity Long Activity Description Introduce the unit to them (they will be learning how to write computer programs using a program called Scratch) and explain the objectives to the class. Explain the names for the different parts of the screen to them using slide 5. As you move onto slide 6 the video will start running (make sure you have the speakers on for this). After the video, ask the class the questions that appear on slide 6 to recap what they have learnt. They follow the instructions on slide 8 to change their sprite. Fish3 sprite is in Animals and the beach ball is in Things. As you move onto slide 9 the video will start running (make sure you have the speakers on for this). After the video, ask the class the questions that appear on slide 10 to recap what they have learnt. Ask the pupils to make their sprite move using the technique they have just learnt. Go through slide 11 to get them to alter their code and feel confident with experimenting with Scratch and using the turn option. Explain the Forever loop to them and ask them to change their code to make it into a forever loop. They should use some time to experiment with Scratch and import several sprites and make them move around the screen in different ways. Extension Activity: Show the pupils how to draw their own sprites. Resources Slides 4 - 5 Description Ask the questions on slide 13 to the class to find out how much they remember. Skills Mark Sheet: Give the pupils a self-assessment mark sheet and give them time to select the correct face to shade in using the key at the bottom for skill 1 only. Resources Slide 14 - 15 Slides 6 - 7 Slide 8 Slides 9 - 10 Slide 11 Slides 12 - 13 Plenary Time Medium Activity © Nichola Wilkin Ltd. 2014 Page 7 Mark Sheet.doc Scratch Beginners Lesson 2 of 6 Lesson objective: All will be able to: Make your sprite follow the mouse pointer. Use script to control a sprite. Most will be able to: Use the pen tool to draw a variety of shapes using the repeat function. Direct a monster through a maze. Some will be able to: Write your name or draw a face using the pen tool. Key Facts about the lessons Key Vocabulary: Repeat Loop Forever Loop Pen up Method of Assessment: Questioning pupils Work completed Marking the placemat Pen Down Move Turn Key Questions: 1. How can you make the sprite follow the pointer? 2. How can you draw using Scratch? 3. What is the difference between the forever loop and the repeat loop? PLTS: Independent Enquirers Creative Thinkers Reflective Learners Self-Managers Starter Time Medium Activity Description They load Scratch and complete the tasks on slide 2 to recap what they learnt last lesson. Resources Lesson 2.ppt Slides 1 – 2 Main Activities Time Short Activity Short Activity Long Activity Long Activity Description Explain the objectives to the class. Ask the questions on slide 4 to recap what they learnt last lesson. Watch the video on Slide 5 and then recap what they have learnt by asking the class the questions on slide 6. They then practise the technique using the instructions on slide 7 which shows them the code from the video clip and allows them to experiment with the pen thickness and colour. Ask the class what they think the script will do on slide 8. Explain the difference between the forever loop and a repeat loop (the repeat loop runs for a set number of times before it stops but the forever loop will keep going until you tell it to stop). They follow the instructions on slide 8. Show the script on slide 9 and ask them what they think it will do before they try them out (a hexagon and a circle). Extension Activity: Ask them to draw other shapes i.e. a star. Ask the pupils to guess what the script will draw (they may want to use a pen and paper to help them work it out (it will draw an H) and then ask them to try to write their name or draw a face. Lower Ability Pupils: If they are struggling then ask them to write their initials or draw a house. Resources Slides 3 - 4 Description Help them copy the Monster Maze file into their own work area and ask them to complete the code to get the monster through the maze without going into the black area. This will take trial and error with them adjusting their code to make it work (a very good skill they need to learn). Skills Mark Sheet: Give out the Mark sheets and the pupils should mark their confidence for skills 2 and 3 and revisit skill 1 to see if their confidence has grown in that area. Resources Slide 11 - 12 Slides 5 - 7 Slides 8 - 9 Slide 10 Plenary Time Medium Activity © Nichola Wilkin Ltd. 2014 Page 8 Marks Sheet.doc Scratch Beginners Lesson 3 of 6 Lesson objective: All will be able to: Change the background and add a sprite with multiple costumes. Make a character dance. Most will be able to: Add script which will alter the costume which is displayed and use the wait command. Some will be able to: Move the sprite using the keyboard. Key Facts about the lessons Key Vocabulary: Background Sprite Stage Method of Assessment: Questioning pupils Work completed Group collaboration Costume Wait Forever Key Questions: 1. How can you change the background of the stage? 2. What does a costume do and how can you change it? 3. How can you make the program pause as it is running? PLTS: Independent Enquirers Creative Thinkers Reflective Learners Starter Time Medium Activity Description They need to complete the starter so load Scratch and try to draw a square within another square. You may want to let them work in pairs to help them do this as it can be quite tricky. Resources Lesson 3.ppt Slides 1 – 2 Main Activities Time Short Activity Long Activity Long Activity Description Explain the objectives to the class and go through the questions on slide 4 to recap what they learnt last lesson. Watch the video on slide 5 then go through questions on slide 6 to recap what they have learnt in the video. They then need to work through the tasks on slide 7 to practise changing the background and adding costumes to a sprite. Resources Slides 3 - 4 Watch the video on slide 8 then go through questions on slide 9 to recap what they have learnt in the video. They then need to work through the task on slide 10 to add the code to make their sprite change costume every ¼ second. They add a second block of script to make the character change to a third costume when the space bar is pressed. Extension Activity: Try creating a character which will jump in the air and change costume rather than changing costume in the same position on the screen. Slides 8 - 10 Description They make their dancer move about the screen using other arrow keys. They can then use the rest of the lesson to practise Scratch and recap the skills they have learnt so far. Skills Mark Sheet: Give out the Mark sheets and the pupils should mark their confidence for skill 4 and revisit skills 1, 2 and 3 to see if their confidence has grown in these areas. Resources Slide 11 - 12 Slide 5 - 7 Plenary Time Long Activity © Nichola Wilkin Ltd. 2014 Page 9 Mark sheet.doc Scratch Beginners Lesson 4 of 6 Lesson objective: All will be able to: Write script that will run when the sprite touches a particular colour. Use the If statement. Most will be able to: Write script that will run when one script touches another. Some will be able to: Create a complex game which includes further sprites and scripts. Key Facts about the lessons Key Vocabulary: Script Sprite Touching Method of Assessment: Questioning pupils Work completed Marking the placemat Sensing If Statement Key Questions: 1. How can you see if a sprite is touching another object? 2. How does an If statement help your programming? PLTS: Independent Enquirers Creative Thinkers Reflective Learners Self-Managers Effective Participants. Starter Time Medium Activity Description They complete the starter activity to recap what they have learnt so far. Resources Lesson 4.ppt Slides 1 – 2 Main Activities Time Short Activity Long Activity Long Activity Description Explain the objectives to the class. Help the pupils load the Eyes file. You may want to explain how to copy it from a shared drive and paste into their own work area before they open it, so that they are not all trying to work on the same file or accidently overwrite the original file. Watch the video on slide 5 and then question the class using slide 6 to recap what they have learnt. They practise using the If statement to complete the Eyes game. They save their game and start a new project to complete the tasks on slide 8. Watch the video on slide 9 and use the questions on slide 10 to reinforce their learning. They complete the tasks on slide 11 to practise the new skills. Extension Activity: When one sprite touches another sprite it should change costume, for instance a car may look like it has crashed. After a few seconds it should return to the first costume. Resources Slides 3 - 4 Description Encourage them to play each others’ games and then go through the questions with the whole class. Skills Mark Sheet: Give out the Mark sheets and the pupils should mark their confidence for skill 5 and revisit skills 1, 2 and 4 to see if their confidence has grown in these areas. Resources Slide 12 - 13 Slides 5 - 8 Slides 9 - 11 Plenary Time Medium Activity © Nichola Wilkin Ltd. 2014 Page 10 Mark sheet.doc Scratch Beginners Lesson objective: All will be able to: Make a sprite turn and move using the keyboard. Lesson 5 of 6 Move a sprite using the keyboard. Most will be able to: Some will be able to: Understand the X and Y Make a game using two positions and use them to methods to move the sprites. control a sprite to write your name. Key Facts about the lessons Key Vocabulary: X and Y coordinates Costume Point towards Key Questions: 1. How can you remember which direction the X and Y coordinates face? 2. How can you move a sprite using the X and y coordinates? PLTS: Independent Enquirers Reflective Learners Self-Managers Effective Participants Method of Assessment: Questioning pupils Work completed Marking the placemat Starter Time Medium Activity Description Help the pupils copy the Cat Game into their work area. They complete the game using the instructions on slide 2. Resources Lesson 5.ppt Slides 1 – 2 Main Activities Time Short Activity Short Activity Medium Activity Long Activity Description Explain the objectives to the class. Resources Slides 3 Explain the X and Y coordinates. You may want to relate this to a mnemonic you use in numeracy, for instance “The cross (X) goes across; the Y to the sky” to help them remember which direction each takes. Use slides 6 – 8 to reinforce the coordinates. You may want to ask for volunteer to point to the area on the interactive white board to reveal the answer. The pupils copy the Pen game into their work area. Show them the script on slide 9 and talk about what each means. The pupils complete the script and complete the tasks on the slide to practise using the pen tool and the X and Y values. The pupils follow the instructions on the slides to create a simple Bat game with a sprite that changes costume and is controlled by the user and another sprite that chases the bat around the screen. Slides 4 - 8 Description They experiment with their program to make it more interesting and recap what they have learnt. Extension Activity: They should add instructions which will appear at the beginning of the game before the main action starts. They can use the “say” script in the looks category to help them to do this. Skills Mark Sheet: Give out the Mark sheets and the pupils should mark their confidence for skills 6, 7 and 8 and revisit skills 1, 2, 4 and 5 to see if their confidence has grown in these areas. Resources Slide 13 - 14 Slide 9 Slide 10 - 12 Plenary Time Long Activity © Nichola Wilkin Ltd. 2014 Page 11 Mark sheet.doc Scratch Beginners Lesson objective: All will be able to: Create a variable that changes its value when a sprite is clicked. Lesson 6 of 6 Use a variable. Most will be able to: Set a variable’s starting value and count up and down with variables. Some will be able to: Create a working game that keeps score and has a time limit. Key Facts about the lessons Key Vocabulary: Random Change value Variable Time limit Set Value Method of Assessment: Questioning pupils Work completed Group collaboration Marking the placemat Key Questions: 1. What is a variable? 2. Why would you use a variable? PLTS: Independent Enquirers Creative Thinkers Reflective Learners Team Workers Self-Managers Effective Participants Starter Time Medium Activity Description The pupils make a game that will make one sprite change colour when it hits another sprite. Resources Lesson 6.ppt Slides 1 – 2 Main Activities Time Short Activity Medium Activity Long Activity Medium Activity Description Explain the objectives to the class. Resources Slide 3 They watch the video and then ask the questions on slide 5 to the class to recap what they have learnt. They practise using the random function by following the instructions on slide 6. Watch the video and then use the questions to recap variables with the whole class. They practise creating, changing and setting variables using the tasks on slide 9. They then create another game and use a variable that changes when one spite touched another sprite. Extension Activity: They create a completely new game using the skills that they have learnt throughout this unit. Ask the pupils what they think the code will do. They add this variable to their game to add a time limit to the game. Slide 4 - 6 Description They play each others’ games and then answer the questions on slide 12. Skills Mark Sheet: Give out the Mark sheets and the pupils should mark their confidence for skills 9 and 10 and revisit skills 1, 2, 4, 5, 6 and 8 to see if their confidence has grown in these areas. Resources Slide 12 - 13 Mark sheet.doc Slides 7 - 10 Slide 11 Plenary Time Medium Activity © Nichola Wilkin Ltd. 2014 Page 12 Other units available for only £50 from our website include: Computational Thinking This units gives the pupils a good introduction to solving problems in a logical way. They learn through playing games using iPads and school computers and the level of difficulty increases as they progress through the unit. This unit is best played before the pupils start the other programming units to give them a grounding in the skills they will need to develop. Kodu This units gives the pupils a good introduction to writing programs. They learning to program using a very simple but powerful programming language with no typing involved. This is best used as an introduction to programming since it is the simplest of the Scratch Expert This is the second of two Scratch units and builds on the knowledge they would have learnt in the Scratch Beginners course. They recap the basics they learnt in the beginners unit and move on to use flow diagrams to help plan their programs. They learn how to use questions and users answers in their programming and finally create a game of their own design. Keeping Yourself Safe This exciting and varied 6 week unit teaches the pupils how to use computers responsibly and how to keep themselves and their computer safe when online. They learn about computer viruses and how to avoid them, using social media, chatrooms and online games safely, what cyber bullying is and what to do if they become a victim of it. They will work as part of a team to create an online advertising campaign and finally learn how to create a strong password and why it is important to back-up data. Networks This unit teaches the pupils about how computer networks are constructed. Using practical activities where the pupils “are the network” they learn how data flows around a network and the problems that can occur when parts of the network stop working. They also learn about the internet, how to search for information and teaches them how they can tell if a website is unreliable or biased. © Nichola Wilkin Ltd. 2014 Page 13 Around the World This unit teaches the pupils about the tools available on the internet to work collaboratively. It teaches them how to use a safe search engine, use a safe class blog, add pages and take part in a discussion on a class wiki, use an online notepad to create a document together and use video conferencing to work together and solve a problem. Excel This unit teaches the pupils how to create spreadsheets including formatting them, creating graphs and using a large variety of formulae and functions. It assumes no previous knowledge of using Excel and takes them quickly through the basics so that they develop confidence in this useful software package. PowerPoint In this unit the pupils learn how to create PowerPoint presentations including text, images and animation. They take images around school using either digital cameras or iPads and then use these images in their own presentations. Creating Documents This unit teaches the pupils how to create and format lots of different styles of documents using a Word Processor and a Desktop Publisher. Stop Frame Animation This creative unit gives the pupils the opportunity to make their own stop frame animated film. They learn how to create stop frame animations and then work in teams to plan and create their own short film. They finally use Movie Maker to put the scenes together and add titles and sound effects to complete the finished product. Download the teacher’s guides and mark sheets for the units for FREE to see what is included. © Nichola Wilkin Ltd. 2014 Page 14