Using Research to Create a Scratch Project
Coding culture lesson plan- Jasmine
^PDF of the Lesson Plan
Lesson Plan Title: Scratch Programming: Representing Our Country
Grade Level: 5th Grade
Subject: Computer Science
Time Allotted: 1 hour
Materials Needed:
Computers with access to Scratch (https://scratch.mit.edu/)
Notebooks or Scratch worksheets
Notes from previous lessons
Lesson Objectives:
We will review the basics of scratch and review our research techniques which were previously taught
Students will learn to organize previously gathered information about a country into a Scratch program.
Students will practice writing code to represent facts about their chosen country.
Students will explore how to effectively communicate information through a visual program.
Lesson Introduction (5 minutes):
Begin by explaining to students that they will use Scratch, a visual programming language, to create a program that represents the information they’ve learned about a specific state. Ask students to recall some interesting facts they have gathered about their chosen state and what makes it unique.
Activity 1: Reviewing previous lessons related to this project (5 mins)
Rewatch video in the lesson about internet safety to refresh their memory on creating internet profiles
Make sure everyone has their research done and check that off
Activity 2: Creating a Scratch Account and Starting a New Project (10 minutes):
Guide students through creating a Scratch account (if they haven’t already) and starting a new project.
Encourage students to title their project with the name of their country.
Activity 3: Organizing Information (15 minutes):
Provide students with a worksheet or notebook to organize their information. They should include key facts, such as the countries flag, bird, flower, famous landmarks, and any other relevant information they have collected.
Ask students to think about how they can represent each piece of information visually in their Scratch program. For example, they could use a “sprite” (character) to represent the countries bird or create a simple animation to represent a famous landmark.
Activity 4: Writing Code (20 minutes):
Guide students in writing code to represent their countries facts. Encourage students to use variables, conditionals, and loops where appropriate.
For example, students could create a variable for the countries bird and display an image of the bird when the variable is set.
Encourage students to experiment with different ideas and to be creative in how they representĀ their information.
Activity 5: Sharing Projects (10 minutes):
Allow students to share their projects with their table partner.
Encourage students to discuss how they chose to represent their countries facts and why.
Ask students to provide feedback to their classmates on their Scratch projects.
Use this information to further complete the scratch project and we will present them next class!
Conclusion (5 minutes):
Recap the key points of the lesson and remind students to complete their Scratch projects. Reinforce the idea that they can use Scratch to represent information in a fun and creative way.