Step by Step Session Guides

For our coding club we created a set of Scratch accounts specifically for the club. This allowed students to use and build upon previous work. Login details were written on a sticker that was stuck to a folder given to every student.

Session 1: Key aim is to introduce the Scratch environment and the problem solving process. The concept of repetition is introduced in an intuitive manner. Begin with computers already logged into accounts to allow kids to begin coding immediately

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Session 2: Starts with students being shown how to log in to their accounts. Introduces further techniques that are useful in the Scratch environment, and also the concept of sequencing in a program

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Session 3: Further develops the concept of a sprite by having two communicate. Significantly develops the concept of sequence and program flow. Begins to expose the kids to the possibilities for creativity in Scratch

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Session 4: Further enhances the creative possibilities by introducing costumes. Again concepts of sequence and repetition are reinforced

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Session 5: Midway through the term, this is a review session. Guide the kids through creating a movie with animations, reviewing concepts to date

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Session 6: Introduces the concept of selection through conditional statements, and also the Scratch sensing feature. This is laying the groundwork for the game that will be the main project for the term

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Session 7: Brings to the fore the concept of user interaction, specifically that the flow of the program is being determined in real time by user input. Crucially all four directions are achieved without resorting to either coordinates or negative numbers. ‘Point in direction’ does use an angle, but clicking on it gives simple up, down, left, right….

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Session 8: Introduces variables in an intuitive manner that will form the basis of the game in the next session. Visual ‘box’ on the screen is used to explain variables as simply boxes that you can put different numbers into

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Session 9: Puts many of the concepts covered during the term into a game that is specifically designed to be relatively easy to get working, but allows for lots of creativity

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Session 10: For our tenth session, we loaded each computer with a different Scratch game. We then gave each person 5 mins to play a game, before everyone moved onto another. As well as being great fun for the kids, we asked them to tell us which games they liked and why, and how they would improve them. Our goals here were both to inspire them with cool ideas, and also to think less like consumers and more like creators. It was a resounding success, and an awesome way to finish the term