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