How do computers solve problems?
Computational thinking
Algorithms
Decomposition
Pattern recognition
Precision
Human Robot
Students give one volunteer directions to make a peanut butter sandwich (or build a simple LEGO model, draw a shape, or navigate a taped path).
The "robot" follows the directions exactly, exposing missing steps and showing why algorithms must be precise.
How do I tell a computer what to do?
Scratch interface
Sprites
Stage
Motion blocks
Events
Students create their first program:
Move
Turn
Say something
Change costume
Goal: Make a character introduce itself.
Why does order matter?
Programs run in order
Events
Timing
Sequential thinking
Students recreate an animation by arranging blocks in the correct order.
Then intentionally rearrange blocks to see what changes.
Why repeat yourself?
Repeat loops
Forever loops
Efficiency
Patterns
Create dancing characters using loops.
Challenge:
Make a sprite dance continuously using as few blocks as possible.
How do games keep score?
Variables
Score
Lives
Timers
Students add a score counter to a simple clicker game.
Every click increases the score.
How do computers make decisions?
If
If/Else
Comparisons
Decision making
Program:
"If touching the apple..."
→ increase score
"If touching the wall..."
→ lose points
Students quickly see how games react to player actions.
Why didn't my code work?
Bugs
Testing
Trial and error
Reading code
Bug Hunt
Provide broken Scratch projects.
Students become detectives and fix the bugs.
Examples:
Missing event block
Wrong variable
Loop in the wrong place
Sprite facing the wrong direction
How do different coding concepts work together?
Students combine everything they've learned to create a simple game.
Requirements:
✔ Movement
✔ Loop
✔ Variable
✔ Conditional
✔ Win condition
Nothing elaborate—just enough to tie the concepts together.
Students continue developing their games.
Then they trade computers with a partner who plays the game and completes a short feedback form:
What worked well?
Did you find any bugs?
Was the game easy to understand?
One suggestion for improvement.
Students use the feedback to make one final revision.
Instead of a test...
Transform the classroom into an arcade.
Students rotate around the room playing each other's games and leave positive comments or "arcade reviews."
Wrap up with a reflection:
What coding concept was easiest?
Which was the hardest?
What would you add if you had another week?