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Scratch programming - Birthday monkey
Scratch programming - Birthday monkey
Scratch programming - Birthday monkey
Scratch programming - Birthday monkey
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Scratch programming - Birthday monkey
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Description

Theme

In an interactive story, a monkey receives a birthday present. When we click on it, the present moves to the monkey. The monkey wishes for the cake in front of him to be bigger. When we click on the cake, it grows larger.

content

  • Events: "when green flag clicked" event.
  • Say Block: Make sprites speak.
  • Move and Glide Blocks: Move sprites, simulate walking.
  • Property (Size) Block: Change sprite size.

Example of lesson

Module 2: Basic Concepts and Animation Lesson 7: Interactive Story
Objective: In this lesson, students will create an interactive story using Scratch, focusing on sequence programming, input-output concepts, event handlers, and sprite properties.
Introduction:

  • Discuss the concept of interactive stories, where the user's actions influence the outcome.
  • Introduce the story theme: "Monkey's Birthday Wish." The monkey receives a small cake as a birthday present and wishes for a bigger cake.

Content:
1. Sequence Programming:

  • Explain what sequence programming is: organizing actions in a specific order to achieve a desired outcome.
  • Introduce the concept using simple examples outside of Scratch, like making a sandwich.
  • Discuss the importance of order in programming and how it applies to the interactive story.

2. Input-Output Concept:

  • Explain the concept of input and output in programming.
  • Relate it to the story by explaining how the user's actions (input) will affect the monkey's wish (output).
  • Provide examples of input-output relationships in daily life.

3. Event Handlers:

  • Introduce event handlers in programming: code that responds to specific events.
  • Explain that events can be triggered by user actions or other conditions.
  • Relate this to the story by explaining that the monkey's wish will be triggered by an event.

4. Properties:

  • Explain sprite properties: characteristics that define how a sprite looks and behaves.
  • Mention that properties can be changed using code to create visual effects and interactivity.
  • Relate this to the story by discussing how the monkey's size property will change when it makes its wish.

Scratch Commands Covered:

  • Events: Discuss how to use the "when green flag clicked" event.
  • Say Block: Show how to make sprites speak using the "say" block to advance the story.
  • Move and Glide Blocks: Explain how to use these blocks to move sprites across the stage, simulating walking and gliding.
  • Property (Size) Block: Teach how to change the size property of sprites.

Activities:
1. Event Introduction Activity:

  • Demonstrate how to create a sprite and use the "when green flag clicked" event to start the story.
  • Show how to use the "say" block to introduce the story's setting and characters.

2. Monkey's Birthday Present:

  • Guide students in creating a small cake sprite and the monkey sprite.
  • Teach students to use the "move" and "glide" blocks to animate the monkey to the cake.

3. Wish Event:

  • Introduce an event trigger: a click on the cake sprite.
  • Instruct students to program the monkey sprite to respond when the cake sprite is clicked.
  • Teach students how to use the "say" block to make the monkey express its wish for a bigger cake.

4. Changing Size:

  • Show students how to use the "change size" block to increase the size of the cake sprite when the monkey makes a wish.
  • Explain how to use the "forever" loop to keep the cake growing until it reaches a certain size.

Conclusion:

  • Recap the concepts learned: sequence programming, input-output, event handlers, and properties.
  • Showcase the interactive story created by the students.
  • Encourage students to experiment with different events and properties to enhance their stories.

Assessment:

  • Check students' understanding through questions and discussions during the lesson.
  • Evaluate students' projects based on their implementation of the interactive story, including the use of event handlers and changing sprite properties.
  • Have students present their interactive stories to the class, explaining how they applied the concepts covered in the lesson.

Remember, the key is to keep the lesson engaging and interactive. Encourage students to be creative and apply what they've learned to tell their own unique versions of the story.


Report this resource to TPT
Reported resources will be reviewed by our team. Report this resource to let us know if this resource violates TPT's content guidelines.

Scratch programming - Birthday monkey

$5.00

Highlights

Digital downloads
Grades icon
Grades
2nd - 7th
Standards icon
Standards
Pages
2
Teaching Duration
45 minutes

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Introducing the Ultimate Scratch Coding Bundle! Dive into 19 engaging Scratch coding activities, tailored for elementary and middle school students. Each activity is presented in a consistent, 1-page format, helping students and teachers master Scratch with ease. Used in BrainSTEM’s STEM magnet prog
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19

Description

Theme

In an interactive story, a monkey receives a birthday present. When we click on it, the present moves to the monkey. The monkey wishes for the cake in front of him to be bigger. When we click on the cake, it grows larger.

content

  • Events: "when green flag clicked" event.
  • Say Block: Make sprites speak.
  • Move and Glide Blocks: Move sprites, simulate walking.
  • Property (Size) Block: Change sprite size.

Example of lesson

Module 2: Basic Concepts and Animation Lesson 7: Interactive Story
Objective: In this lesson, students will create an interactive story using Scratch, focusing on sequence programming, input-output concepts, event handlers, and sprite properties.
Introduction:

  • Discuss the concept of interactive stories, where the user's actions influence the outcome.
  • Introduce the story theme: "Monkey's Birthday Wish." The monkey receives a small cake as a birthday present and wishes for a bigger cake.

Content:
1. Sequence Programming:

  • Explain what sequence programming is: organizing actions in a specific order to achieve a desired outcome.
  • Introduce the concept using simple examples outside of Scratch, like making a sandwich.
  • Discuss the importance of order in programming and how it applies to the interactive story.

2. Input-Output Concept:

  • Explain the concept of input and output in programming.
  • Relate it to the story by explaining how the user's actions (input) will affect the monkey's wish (output).
  • Provide examples of input-output relationships in daily life.

3. Event Handlers:

  • Introduce event handlers in programming: code that responds to specific events.
  • Explain that events can be triggered by user actions or other conditions.
  • Relate this to the story by explaining that the monkey's wish will be triggered by an event.

4. Properties:

  • Explain sprite properties: characteristics that define how a sprite looks and behaves.
  • Mention that properties can be changed using code to create visual effects and interactivity.
  • Relate this to the story by discussing how the monkey's size property will change when it makes its wish.

Scratch Commands Covered:

  • Events: Discuss how to use the "when green flag clicked" event.
  • Say Block: Show how to make sprites speak using the "say" block to advance the story.
  • Move and Glide Blocks: Explain how to use these blocks to move sprites across the stage, simulating walking and gliding.
  • Property (Size) Block: Teach how to change the size property of sprites.

Activities:
1. Event Introduction Activity:

  • Demonstrate how to create a sprite and use the "when green flag clicked" event to start the story.
  • Show how to use the "say" block to introduce the story's setting and characters.

2. Monkey's Birthday Present:

  • Guide students in creating a small cake sprite and the monkey sprite.
  • Teach students to use the "move" and "glide" blocks to animate the monkey to the cake.

3. Wish Event:

  • Introduce an event trigger: a click on the cake sprite.
  • Instruct students to program the monkey sprite to respond when the cake sprite is clicked.
  • Teach students how to use the "say" block to make the monkey express its wish for a bigger cake.

4. Changing Size:

  • Show students how to use the "change size" block to increase the size of the cake sprite when the monkey makes a wish.
  • Explain how to use the "forever" loop to keep the cake growing until it reaches a certain size.

Conclusion:

  • Recap the concepts learned: sequence programming, input-output, event handlers, and properties.
  • Showcase the interactive story created by the students.
  • Encourage students to experiment with different events and properties to enhance their stories.

Assessment:

  • Check students' understanding through questions and discussions during the lesson.
  • Evaluate students' projects based on their implementation of the interactive story, including the use of event handlers and changing sprite properties.
  • Have students present their interactive stories to the class, explaining how they applied the concepts covered in the lesson.

Remember, the key is to keep the lesson engaging and interactive. Encourage students to be creative and apply what they've learned to tell their own unique versions of the story.


Report this resource to TPT
Reported resources will be reviewed by our team. Report this resource to let us know if this resource violates TPT's content guidelines.

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Questions & Answers

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Standards

to see state-specific standards (only available in the US).
NGSSK-2-ETS1-1
Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
NGSS3-5-ETS1-1
Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
NGSSMS-ETS1-1
Define the criteria and constraints of a design problem with sufficient precision to ensure a successful solution, taking into account relevant scientific principles and potential impacts on people and the natural environment that may limit possible solutions.
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