Worksheet tasks to create a simple maze / track game using Scratch software.
Used for late KS2, but could be used for early KS3. Used in a computer club with ten pupils. Took the average about 2 x 30 mins to complete.
When completed a working track is created.
The follow on to this is to ask reception / KS1 pupils to play the games and make comments on how they can be improved / made more easier / difficult. This gives soicial interaction with the two year groups.
Four Scratch workbooks.
Some sections of these workbooks have been created from new, others have been collected from resources on TES and other sites.
Workbooks start by introducing a section of tools, then utilise through the creation of a game.
Please see seperate resources for SoW and LPs.
This is an excellent resource for teachers who want to teach Scratch to their KS3 learners. It has various worksheets on how to create various games on Scratch. It also has an assessment sheet to monitor students progress.
A great scheme of work to introduce KS2 and KS3 students to coding, learning fundamentals of computer programming. Exercises, keyterms, examplars, guidance notes, assessments, student self evaluation and medium term plan supplied. This scheme of work is based on the new national curriculum for computer science.
This is a 3 lesson worksheet series where the students learn how to use if/else by designing their own game, as well as learning to draw/use arrows to control sprites etc. throughout the game. It is extremely clear-cut and down-to-earth so that even the weakest students can relate if/else to their life and understand how it's needed in scratch
This resource is a set of instructions for KS3 students to create their own game. Ideally they will be at or near to finishing with Scratch before moving on to more complex programming languages. This is intended for the end of my KS3 Scratch Unit of work.
Included is the Word document which details what they will need to include in their game (and what they might want to include), as well as an example game evaluation written in Powerpoint to make it easy for them to write about. There is also a skeleton evaluation which describes what they need to include in their evaluation.
As the students can create their own game and need to write about how they have made it, this is likely to take a minimum of three lessons.
This is a collection of resources to teach computer programming to key stage two children. There are three lesson plans and powerpoints, however I would advise a double lesson for each session. I have also included two scratch user guides for creating two games; Pacman or a Racing car game.
There is also a worksheet with snippets of code that the more advance programmers can use to debug and explain.
A pupil self assessment sheet is also included to help the pupils reflect on the program they have created.
This is a game of Splat for a programming and control unit.
Have two volunteers have rulers and stand back to the interactive white board. Say the definition and they have to hit the word that goes with it.
This can be quite a fun plenary for students.
The following collection of worksheets are used to challenge learners programming knowledge by using the programming environment from Scratch. The start of the booklet looks at the actual skills learners need to understand looking at variables, loops, sequence etc.
The second part of the worksheets gets learners to plan and make their own game using the software.
This is a bundle of 4 individual resources. If you liked one and wish to do more, then this may be a better option than purchasing all four separately.
This resource comes with
4 variations of simple coding. Each of the 4 variations has two activity worksheets (two levels of difficulty), for a total of 8 worksheets.
Each variation has an answer sheet.
Variation 1: code involving a single turn.
Variation 2: code involving a single turn, with an extra block (which will not be needed) to challenge students’ thinking.
Variation 3: code involving two turns
Variation 4: code involving two turns, with an extra block (which will not be needed) to challenge students’ thinking.
The challenges with this activity are
working with an anticlockwise and clockwise turns
deciding which block is superfluous and not needed to complete the code
Tutorial based worksheet for creating a simple Pacman game using scratch 2.0, the worksheet includes detailed differentiation in the form of challenge for students.
Teachers PowerPoint includes learning outcomes and some starter activities
This resource explains the concept of debugging, and the types of errors that can occur. It has an accompanying worksheet and Scratch files to debug and write about. There are assessment questions at the end. This has been very engaging, and has been observed twice as an outstanding lesson.