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).