Programming 2: ScratchJr

Explore what ‘blocks’ do, using the app ‘ScratchJr,’ by carrying out an informative cycle of predict > test > review, programme a familiar story and an animation of an animal, make their own musical instrument by creating buttons and recording sounds and follow an algorithm to record a joke

Choose your lesson

Lesson 1: Using ScratchJr

Tinkering with ScratchJr independently, build a program by dragging 'blocks' then running the code, learning that each block has a different attribute, predicting, exploring and explaining throughout

Learning Objective

To explore a new application

Lesson 2: Creating an animation

Using the blue 'movement' blocks, work collectively to realistically mimic the movement of a fly, learning that giving the computer two instructions makes for a more natural movement before moving on to programming animals

Learning Objective

To create an animation

Lesson 3: Making a musical instrument

Use the green 'sound' blocks to create a musical instrument, selecting the microphone option to record sounds and design an instrument outline and the buttons to make it play

Learning Objective

To use characters as buttons

Lesson 4: Programming a joke

Following an algorithm to program a joke by designing a background, adding one or two relevant characters and using the green sound blocks to record voices

Learning Objective

To follow an algorithm

Lesson 5: 'The Three Little Pigs' algorithms

Put into practice everything learnt so far, using a mixture of blocks to program the story of the 'Three Little Pigs'

Learning Objective

To plan and use code to create an algorithm

Assess your pupils

Assessment quiz and Knowledge catcher. These can be used at the start of the unit to access where pupils are in their learning as well as the end of the unit to assess progress. Go to assessment resources
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