Teaching Kids to Program. Lesson Plan: Catch the Ball

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1 Teaching Kids to Program Lesson Plan: Catch the Ball

2 Step 1: 1. Open your web browser and go to SCRATCH ( ) 2. Sign in to your Scratch account by clicking on the button on the top right hand corner of your screen. 3. Click on the Create button to start a new project. Step 2: Name your project. Type the name of your project in the box. Step 3: Delete the cat sprite: We can do the following to delete the cat sprite: 1. Click on the scissors then click on the cat sprite. OR 2. Right click on the cat sprite and select the delete option. Step 4: Add a stage/backdrop to your game. To add a backdrop, click on the stage: For our game we will use a backdrop from the library. There are four ways to add a backdrop to your program: 1. Library: Choose a backdrop from the backdrop library by clicking on the library button : 2. Paint: Draw your own backdrop in the paint editor by clicking on the paint button : 3. Computer: Upload an image from your computer by clicking on the computer button : 4. Camera: Take a picture (if you have a webcam) by clicking on the camera button : Page 1 of 5

3 For our game we will use any ball Step 5: sprite from the library. Add sprites to your game. There are four ways to add sprites to your program: 1. Library: Choose a sprite from the sprite library by clicking on the library button : 2. Paint: Draw your own sprite in the paint editor by clicking on the paint button : 3. Computer: Upload an image from your computer by clicking on the computer button : 4. Camera: Take a picture (if you have a webcam) by clicking on the camera button : Step 6: Click on the sprite then click on the Scripts tab animate the sprite selected. to add blocks to We need to keep a score of how many times we catch the sprite. To do this, we will create a counter Score which will increase each time the sprite is clicked. To create the counter we will do the following: 1. Click on the sprite. 2. Click on the palette. 3. Click on the button. 4. When the following screen pops up, we will name our variable Score Type Score in the box. We can change the score each time the sprite is clicked by: 1. Selecting from the palette, the block and 2. Selecting from the palette, the block and connecting both blocks to get : Page 2 of 5

4 We also need to create a Timer to set a time limit for our game. We will repeat the steps above. To create the counter we will do the following: 1. Click on the sprite. 2. Click on the palette. 3. Click on the button. 4. When the following screen pops up, we will name our variable Time Type Time in the box. We will decrease the Time until it equals to zero and our game will end. We need to tell the computer to do this when the game starts. We can start the game by clicking on the green flag From the palette, we can use the block to do so. We will use the following blocks from the, and palettes to decrease the timer to zero: We are using this instruction from the palette to keep the ball moving until the time runs out. + =. We need to type in the value 0 in the space highlighted. Page 3 of 5

5 Step 7: From the palette, we can use the block to tell our sprite what to do when the game starts. When we start the game we need to: 1. Position our sprite. - Select from the palette, the block. 2. Show our sprite. - Select from the palette, the block. 3. Set Score to zero (0). - Select from the palette, the block. 4. Set Time to our time limit e.g. twenty (20). Select from the palette, the Connecting our blocks, we get: block. Change the value in the block to If the Time is not equal to zero, we use from the palette, the block to make our sprite move. To make our sprite move randomly, we will allow the computer to choose a random position to move our sprite by using the following block from the palette:. Putting them together, we get: Type the values highlighted in orange above in the block. From the palette, we will use the block to tell the sprite how long to stay in that position. Page 4 of 5

6 At the end of the game, we will use from the palette, the block to hide the sprite. Connecting the blocks, we will make the sprite move randomly until the Time = 0 with the following: 2 We are using this instruction from the palette to keep the ball moving until the time runs out. Now we will connect and to complete our game. Step 8: Save your project. To save your project, click on the button on the top right hand corner of your screen. Other options: You can share your project with the community by clicking on the button on the top right hand corner of your screen. You can also view your project page as it will be seen by the community. You can do this by clicking on the button on the top right hand corner of your screen. Step 9: Explore! Try to modify the game by: 1. Increasing or decreasing the speed of the ball to catch. 2. Add more balls to catch. 3. Add sound effects. Page 5 of 5

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