Day 1: Introduction to Coding with Scratch¶
Detailed Lesson Plan¶
Duration: 6-8 hours (Full Day) Target Audience: DBE Teachers (Mixed Experience Levels) CHPC Integration: See CHPC Scratch Module for additional resources Learning Objectives: - Understand computational thinking concepts - Master Scratch interface and basic programming concepts - Create interactive projects using Scratch - Develop lesson plans incorporating Scratch
Morning Session (3-4 hours)¶
Session 1: Introduction to Computational Thinking (1 hour)¶
Time: 08:00 - 09:00
Learning Objectives¶
- Define computational thinking and its four pillars
- Apply computational thinking to solve problems
- Connect computational thinking to DBE curriculum
Activities¶
Opening (10 minutes) - Welcome and introductions - Workshop overview and expectations - Pre-assessment: "What do you know about coding?"
Computational Thinking Introduction (20 minutes) - Presentation: What is Computational Thinking? - Decomposition: Breaking problems into smaller parts - Pattern Recognition: Finding similarities and patterns - Abstraction: Focusing on important details, ignoring irrelevant ones - Algorithms: Step-by-step instructions to solve problems
Hands-On Activity: Paper-Based Algorithm (20 minutes) - Activity: "How to Make a Sandwich" Algorithm - Teachers write step-by-step instructions - Share and discuss: What makes good instructions? - Introduce concepts: sequence, precision, clarity - Extension: "How to Brush Your Teeth" - identify patterns and abstractions
DBE Curriculum Integration (10 minutes) - Link to Mathematics: Problem-solving, logical reasoning - Link to Life Skills: Critical thinking, decision-making - Link to Languages: Clear communication, following instructions
Reflection (10 minutes) - Quick write: "How can I use computational thinking in my classroom?" - Share one idea with a partner
Session 2: Scratch Basics (2-3 hours)¶
Time: 09:00 - 12:00 (with 15-minute break at 10:30)
Learning Objectives¶
- Navigate Scratch interface confidently
- Use motion, looks, and sound blocks
- Understand events and control structures
- Create a simple animated story or game
Activities¶
Scratch Interface Tour (30 minutes) - Setup: Create Scratch accounts (scratch.mit.edu) - Interface Components: - Stage area (where sprites perform) - Sprite list (characters/objects) - Blocks palette (coding blocks) - Scripts area (where code is built) - Costumes and sounds tabs
Hands-On: First Scratch Project (45 minutes) - Project: "Moving Cat" - Make sprite move - Add sound - Change appearance - Use "when green flag clicked" event - Key Concepts: - Blocks snap together - Scripts run from top to bottom - Events trigger scripts
Break (15 minutes)
Motion and Looks Blocks (45 minutes) - Activity: "Dancing Sprite" - Explore motion blocks (move, turn, go to) - Use looks blocks (say, change costume, change size) - Combine blocks for complex movements - Challenge: Make sprite draw a square
Events and Control (45 minutes) - Events Blocks: - When green flag clicked - When key pressed - When sprite clicked - Control Blocks: - Wait - Repeat - Forever - Project: "Interactive Story" - Create a story with multiple scenes - Use events to trigger scene changes - Add user interaction
Lunch Break (12:00 - 13:00)
Afternoon Session (3-4 hours)¶
Session 3: Advanced Scratch Concepts (2 hours)¶
Time: 13:00 - 15:00
Learning Objectives¶
- Use variables to store information
- Work with lists for multiple data items
- Apply operators and conditions
- Create custom blocks (functions)
Activities¶
Variables (30 minutes) - Concept: Variables store information that can change - Activity: "Score Keeper" - Create a variable for score - Increase score when sprite is clicked - Display score on stage - Real-world connection: Like a calculator's memory
Lists (30 minutes) - Concept: Lists store multiple pieces of information - Activity: "Shopping List" - Create a list - Add items to list - Display list on stage - Application: Managing multiple students' names, scores, etc.
Operators and Conditions (30 minutes) - Operators: Math operations (+, -, , /) - Conditions: If-then, if-then-else blocks - Activity:* "Number Guessing Game" - Use operators to calculate - Use conditions to check guesses - Provide feedback based on conditions
Custom Blocks (30 minutes) - Concept: Create reusable code blocks - Activity: "Draw Shapes Function" - Create custom block "draw square" - Create custom block "draw triangle" - Use custom blocks to create patterns - Pedagogical value: Teaches functions and code reuse
Break (15 minutes)
Session 4: Scratch for Education (1-2 hours)¶
Time: 15:15 - 16:30
Learning Objectives¶
- Understand classroom management strategies for Scratch
- Develop assessment strategies for coding projects
- Use sharing and remixing features
- Create a lesson plan using Scratch
Activities¶
Classroom Management (20 minutes) - Strategies: - Pair programming (two students, one computer) - Project-based learning - Peer teaching - Showcase sessions - Discussion: How to manage limited computer access - Tips: Offline Scratch editor, account management
Assessment Strategies (20 minutes) - Formative Assessment: - Observation during work - Quick check-ins - Peer review - Summative Assessment: - Project rubrics - Reflection journals - Portfolio review - Activity: Review sample rubric (see assessment folder)
Sharing and Remixing (20 minutes) - Scratch Community: - Sharing projects online - Remixing others' projects - Giving credit - Activity: Remix a project and add your own feature - Safety: Privacy considerations for students
Lesson Plan Creation (30 minutes) - Template provided (see resources/templates/) - Activity: Create a lesson plan for your subject/grade - Choose a topic from your curriculum - Design a Scratch activity - Identify learning objectives - Plan assessment - Share: Present lesson plan idea to group
Wrap-up and Reflection (10 minutes) - Daily Reflection Journal (see supporting-materials/) - Key Takeaways: - What did you learn? - What questions do you have? - How will you use this tomorrow?
Materials Needed¶
Software¶
- Scratch accounts (scratch.mit.edu) or offline editor
- Internet connection
- Projector/screen for demonstrations
Handouts¶
- Computational thinking guide
- Scratch interface reference sheet
- Block reference guide
- Lesson plan template
- Assessment rubric
Sample Projects¶
- Moving Cat (basic)
- Dancing Sprite (motion/looks)
- Interactive Story (events)
- Score Keeper (variables)
- Number Guessing Game (conditions)
- Shape Drawer (custom blocks)
Differentiation Strategies¶
For Beginners¶
- Provide step-by-step screenshots
- Pair with more experienced teacher
- Use simpler projects
- Extra time for exploration
For Advanced Learners¶
- Challenge extensions
- Create more complex projects
- Help others
- Explore advanced features (cloning, lists, etc.)
Assessment¶
Formative (Throughout Day)¶
- Observation during activities
- Quick check-ins
- Peer sharing
- Question and answer sessions
Summative (End of Day)¶
- Completed Scratch project
- Lesson plan draft
- Reflection journal entry
- Self-assessment using rubric
Homework/Preparation for Day 2¶
- Complete reflection journal
- Finish lesson plan draft
- Explore Scratch community projects
- Optional: Try cloning or broadcasting in Scratch (preview of Day 2)
Notes for Facilitators¶
- Pacing: Adjust based on group needs
- Support: Have helpers available for technical issues
- Encouragement: Celebrate small wins
- Flexibility: Allow time for exploration and questions
- Connection: Always link back to classroom application
Next Day Preview¶
Tomorrow we'll extend our Scratch skills with advanced concepts: cloning, broadcasting, and more complex projects. We'll also explore how to integrate Scratch across the curriculum (Day 2: Advanced Scratch Programming).