NOTE the following 2023-24 curricular change:
TIPP &SEE and Quests have been altered and reformatted
Unit 0: Setting Up Scratch Accounts
This unit introduces the Scratch environment to students as a space to create stories, games, and animations using blocks they control. Students will create their own Scratch accounts so they can start creating projects!
Lesson 0: Setting Up Scratch Accounts
Understand the Scratch environment
Create and log into a Scratch account
Define “Computer Science" and "computer"
Define "Algorithm" and "Program"
Use the TIPP&SEE framework to explore an existing coding project
Unit 1: Computer Science & Scratch Basics
This unit introduces the field of Computer Science and orients students to the Scratch programming environment. Students will learn about the study of computers and relate it to skills they will learn with the Scratch program. Components of the Scratch project will be introduced, such as color-coded-blocks, sprites, and backdrops. They will understand how the sprites and code interact through an unplugged activity. Students will then learn the Scratch platform by exploring the interface in a scavenger hunt activity and modifying an existing project.
Lesson 1.1: Computer Science & Scratch Basics
Lesson 1.2: Scratch Charades
Lesson 1.3: TIPP & SEE: Scavenger Hunt
Lesson 1.4: Quest Under the Sea
Define “sequence”, “algorithm” and “program”
Create scripts with several actions that must be run in the proper order
Share projects and provide constructive feedback
Unit 2: Sequence
When creating an algorithm, the order of the actions matters. In this module, students explore algorithms a sequence of actions to complete a task and sequence - the order of steps in a script. Students will start a sprite in the specific location using the go to x: y: block and move a sprite using the glide block. Students learn by modifying an existing project. Students will then plan the 3-step sequence for each letter of a name poem, then begin building their project in Scratch.
Lesson 2.1: Intro to Sequence
Lesson 2.2: Exploring Sequence with TIPP&SEE
Lesson 2.3: Quest & Name Poem: Plan
Lesson 2.4 Name Poem: Build
Lesson 2.5: Name Poem - Reflect and Share
Write scripts that run using different events (green flag, key pressed, sprite clicked)
Review peer projects and provide constructive feedback
Unit 3: Events
In event-based programming, scripts are triggered when specific events occur (e.g. a sprite is clicked or a key is pressed). In this unit, students learn to use a variety of events to trigger scripts that resize sprites or cause a sprite to do or say something. Students learn by modifying an existing project, then building their own project.
Lesson 3.1: Intro to Events
Lesson 3.2: Exploring Events with TIPP&SEE
Lesson 3.3: Quest & About Me - Plan
Lesson 3.4: About Me - Build
Lesson 3.5: About Me - Reflect and Share
Animate a sprite using a repeat loop.
Use multiple actions in a repeat loop.
Compare scripts with and without loops to evaluate similarity
Unit 4: Loop
A loop can be used to animate a sprite by repeating a sequence of instructions. In this module, students will learn by playing Scratch Charades, to introduce the use of loops in block-based programming, then modify a project to animate a sprite by switching costumes or moving to the next costume along with repeated step movement. Finally, they will plan and build their own animated project. Wait blocks will be included to increase or decrease the speed of the animation.