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A Teachnet Project by Trevor Blunn working at the Cedars Upper School Leighton Buzzard Bedfordshire

Scheme of work - 6 lessons

Lesson 1

Introduction to Scratch using introductory video from Scratch web site and PowerPoint on the areas of the scratch interface. STudents have time to investigate existing scratch projects either online or provided by the teacher in order to get some idea of the way that Scratch can be used.

Students open up Scratch and create a program for moving a sprite across the screen. Students continue with more advanced examples of movement and experiment with more complex movement and repeating events such as using the forever instruction to faciltate contunous movement of a sprite

Lesson 2 Students experiement with costumes in order to animate the sprite as it moves around the screen into a walking motion and experient with keyboard control of the sprite. Some students will be able to combine the animation and keyboard control scripts into a single script where they can make the sprite walk around the screen using the keyboard. See worksheet
Lesson 3 Students make an animated clock using an imported background See worksheet
Lesson 4

Students experiment with interactivity between objects using the sensing instructions so that sprites interact with each other on screen. Students introduce backgrounds and sounds into their animations.
See worksheet

Lesson 5 Drawing lines - Scratch can perform all of the functions of far simpler programs such as logo - using the pen up and pen down functions students can explore simple patterns and relationshipos per the requirements of the National Curriculum
Lesson 6

Students start to declare variables and insert timers and other numberical and bollean instructions in their animations. Students start to design games with give feedback for the end user and publish these games online. Pacman game planning sheet

Lesson 7 Students further investigate games created by others and download scripts and investigate these in order to broaden their understanding of how the scripting can be used in a variety of contexts
 
PowerPoint Presentations (right click and choose Save Target As...)
National Curriculum references
level 3 use sequences of instructions to control devices and achieve specific outcomes
level 4 use ICT systems to control events in a predetermined manner
level 5 create sequences of instructions to control events, and understand the need to be precise when framing and sequencing instructions. In order to achieve level 5 students must have designed their own game - not just following the instructions and created a game from one of the worksheets
level 6 develop, try out and refine sequences of instructions to monitor, measure and control events, and show efficiency in framing these instructions