
- Description
- Curriculum
- Reviews
With no prior experience required, you will have the opportunity to explore coding using Scratch, a beginner-friendly visual programming language. Through hands-on exercises, you will learn how to create interactive stories, and games by connecting code blocks in a simple drag-and-drop interface. You will gain a solid understanding of fundamental programming concepts such as loops, conditionals, and variables, all while developing problem-solving and logical thinking skills. By the end of this journey, you will feel confident discussing basic coding principles and creating your own projects in Scratch.
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1Introduction to text variables
Basic features and user interface of the Coding Application.
The following Concepts for Algorithms and Coding are introduced:
Part 1: Introduction to text variables
• Creating a text variable
• Naming a text variable
• Deleting a text variable
• Store user input into a text variable.
Part 2: Introductions of the following blocks:
o Join
o Ask
• Output the value of a text variable.
Expected outcomes
• Learners create a program with 2 text variables capturing Name
and Surname and display the variables in text bubble using a
character.
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2Create a Scratch program that asks the user for their favorite thing and then displays it.
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3Key Event Blocks in Scratch 3.0
Objective:
By the end of this lesson, students will be able to:
Understand what event triggers are in Scratch.
Identify key event blocks used in Scratch 3.0.
Apply event blocks to create interactive projects.
Use event triggers to control sprites and animation -
4Introduction to number variables and Join Operator
The following Concepts for Algorithms and Coding are introduced:
• Introduction to number variables
• Creating a number variable
• Naming a number variable
• Deleting a number variable
• Store user input into a number variable.
• Output the value of a number variable.
Examples to be used in class:
• Discuss and demonstrate what type of information can be
captured as number variables.
• Create a program with 2 text variables and 1 number
variables capturing Name, Surname and age, and have display the
variables in text bubble using a character.
Join Operator in Scratch!
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5Create a Scratch program that asks for a user’s name and age, then displays a message using the Join block to combine the text.
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6Operators - Addition & Subtraction
New Concepts Introduced
1️⃣ Operators - Addition & Subtraction
- Used to do math in coding!
2️⃣ New Operator Blocks:
- Add (+): Combines two numbers (e.g., 5 + 3 = 8).
- Subtract (-): Finds the difference between two numbers (e.g., 10 - 4 = 6).
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7Subtraction & Addition in Scratch
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8Multiply & Divide Operators in Scratch!
Lesson Description: Introduction to Multiply and Divide Operators in Scratch
In this lesson, students will learn how to use multiply and divide operators in Scratch to perform mathematical operations. These new skills will allow them to build more complex programs that involve basic arithmetic.
Key Concepts Covered:
- Multiply Operator (×): Helps multiply two numbers together.
- Divide Operator (÷): Helps divide one number by another.
- Using Variables: Students will use both number and text variables to store and process user inputs.
- Operators in Action: Using the Multiply and Divide blocks to calculate results based on user input.
Learning Objectives:
- Students will learn how to create and use number variables to store data.
- Students will learn how to perform multiplication and division using the Multiply and Divide blocks in Scratch.
- Students will build a program that asks the user for two numbers, multiplies or divides them, and displays the result.
Examples Used in Class:
- Multiplying Numbers: Multiply two numbers to get the result (e.g., 3 × 5 = 15).
- Dividing Numbers: Divide two numbers to find the quotient (e.g., 10 ÷ 2 = 5).
- Students will use text and number variables in combination with the operators to calculate and display results.
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9Quiz: Multiplication and Division in Scratch
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10Greater Than & Less Than Operators + Control Blocks in Scratch
Learning Outcomes:
- Greater Than and Less Than operators will help students compare two numbers.
- If Then blocks will help students make decisions based on those comparisons.
- Students will be able to create programs that find the largest or smallest number based on user input.
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11Quiz: Greater Than, Less Than, Equal To, and If Then Blocks
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12Control Blocks: "If Then" and "Go to (x, y) & Introduction to Touching
In this lesson, we will explore If Then blocks, Go to (x,y), and introduce a new block called Touching. These blocks will help control characters' movements, respond to user actions, and create interactive games in Scratch
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13Quiz
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14Coding Blocks – Repeat
Lesson Objectives:
By the end of this lesson, learners should be able to:
Use the Repeat block to run a program multiple times. -
15Summary: Interactive Math and Logic in Scratch: Variables, Operators, and Control Structures
Objective:
Students will learn how to:
Use operators (>
,<
,+
,-
,*
) to compare and manipulate values.
Implement If Then conditions to make decisions in their programs.
Use repeat loops to perform tasks multiple times.
Apply event triggers to start and control their programs.Brief Summary:
In this lesson, students explored fundamental coding concepts using Scratch:
- Operators & Conditions: Compared two numbers to find the biggest or smallest.
- Loops (Repeat Block): Asked the user for inputs multiple times.
- Event Triggers: Used keypresses and interactions to start actions.
- Basic Math Operations: Allowed users to perform addition, subtraction, and multiplication using input values.
By combining these concepts, students can create interactive programs, such as simple calculators and games
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16Determine the Smallest Number (Using Less Than Operator)
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17Final: Cat and Mouse Chase Game
Objective:
By the end of this lesson, students will:
- Program a mouse sprite to move randomly.
- Use event triggers to move a cat sprite using the keyboard.
- Implement if-then conditions to check for collisions.
- Create a score counter to track the number of times the cat catches the mouse.