Day 2
Instructional Day: 2
Topic Description: This lesson introduces the Scratch programming language, including the basic terms utilized in the language.
Objectives:
The students will be able to:
• Name the basic terms used in Scratch.
• Create the beginning of a simple program in Scratch.
Outline of the Lesson:
• Journal Entry (5 minutes)
• KWL chart about programming/Scratch (15 minutes)
• Scratch introductory video (10 minutes)
• Model of how to start name assignment (25 minutes)
Student Activities:
• Complete journal entry.
• Complete KWL chart about programming/Scratch.
• Groups take turns sharing out their K’s and W’s orally.
• Watch Scratch introductory video.
• Follow along with Scratch open as teacher models how to start name assignment.
Read the following: Click on the picture below.
Students will do the following:
1. Visit https://scratch.mit.edu and create an account.
1. Click on this link: (https://scratch.mit.edu/projects/16341361/) and click the see inside to see how it was built.
2. Build a name project similar to the one show above.
A Sprite is a character you control in Scratch. You can use a built in one or draw your own.
o Emphasize
§ Every character in Scratch is called a Sprite.
§ Although Scratch is programming, it is not used in industry. Point out a few languages that are used in industry—Java, C, C++. Throughout the unit, you will want to reinforce that the basic constructs used in Scratch are also used in “industrial strength” languages.
§ How to choose a Sprite from a file
§ How to paint your own sprite
§ Each sprite has its own scripts.
§ You can right click any block and select help to get more information on how to use it.
§ How to change the language in Scratch (for your English Learners)
§ How to go to full screen mode and back
§ How to switch back and forth between sprites by clicking on them
§ X and Y coordinates on the screen are shown on the bottom right below the stage
§ How to save in the proper location (the default is to save in the Scratch Projects folder (C:\\Program Files\Scratch\Projects))
§ The following blocks should be modeled:
• Move _ steps
• If on edge, bounce
• Turn _ degrees
• Forever
• Change color effect by _
• When the green flag is clicked
§ Encourage students to experiment. They can’t break the computer by dragging the wrong block.
§ Show students where they can access ScratchGettingStarted.pdf. (It would probably be useful to have printed copies for each student.) § Show students Name Sample Rubric.
Resources:
• KWL Graphic Organizer Chart.pdf (UCLA SMP)
• ScratchIntro.wmv (scratch.mit.edu)
• ScratchGettingStarted.pdf (scratch.mit.edu)
• name.sb
• Name Sample Rubric
• http://scratch.mit.edu