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Building a times table project in Scratch
This Computing scheme of work video supports pupils in developing a more personalised and interactive Scratch game. In this lesson, pupils use variables and join blocks to allow the player to choose which times table they’d like to be tested on.
The video introduces:
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Join blocks, which are used to combine text and variables for more dynamic messages (e.g. “Hi [name]”)
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Editing say blocks to ensure messages are joined cleanly, including the importance of adding spaces manually
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How to build on previous learning by using ask, set, and answer blocks to store the player’s name and chosen multiplier
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Creating a new variable called multiplier, which allows the player to pick a number for their times tables quiz
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Using a multiplication operator and variables to dynamically calculate the correct answer within an if else statement
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Embedding the multiplier variable in the question prompt using a join block, to personalise the quiz (e.g. “What is 3 multiplied by 5?”)
This lesson brings together key programming skills including user input, variable storage, conditionals, and output formatting. It also provides a meaningful maths context, reinforcing multiplication concepts.
Part of Kapow Primary’s Computing Year 4 Programming 1: Further coding with Scratch, this video supports children in making their projects more engaging and responsive to user input—laying the foundation for more complex, interactive programs in upper Key Stage 2.
See more of our Year 4 Computing scheme of work.
Computing, Year 4, Programming 1: Further coding with Scratch, Lesson 5: Times tables project.