02 Module 1.11
02 Module 1.11
Getting Started
Projector
CD Resource
Resources:
How is software relevant to my life? (Resource 1), Mitchel Resnick (Director of
MIT Media Lab) Scratch Video (Resource 2), Introduction to Scratch Video
(Resource 3)
Key Vocabulary:
Programming, Scratch, Software
Description:
The PowerPoint Karaoke activity is used to stimulate a discussion about the
impact of software on our everyday lives. Scratch will be introduced with the
aid of video clips produced by the MIT Media Lab.
Learning Objectives:
1. To learn about and discuss the importance of software in modern
society.
2. To introduce the Scratch software.
Lesson Introduction:
• The lesson will show how important software programs are in our
everyday lives.
• Scratch will be introduced as a programming language that makes it
easy to create interactive stories, games, animations, music and art.
Lesson Breakdown:
1. Start the PowerPoint presentation (Resource 1). Students are asked to
volunteer to speak for at least 30 seconds on a slide that contains 4
pictures. They can be helped and encouraged by the audience to talk
about anything they feel is relevant to the pictures. There are 5 slides.
2. The title of the presentation “How is software relevant to my life?” is
then revealed. Pupils are asked to give feedback on the pictures,
taking the title of the slideshow into consideration. Some interesting
facts about the importance of software in society today appear as the
second run of the slideshow is presented.
3. Scratch is then introduced as the tool that students will use to learn
software programming.
4. 2 Video clips, Mitchel Resnick Scratch Video (Resource 2) and
Introduction to Scratch Video (Resource 3), produced by the MIT
Media Lab, are shown to students to support the introduction of
Scratch. These videos should be shown immediately after Slide 13 of
the PowerPoint presentation (Resource 1).
2
Module 1 – Getting Started
Note: To open the videos, you can either double click on them or alternatively
you can choose the player you wish to use to play the videos, as shown in the
following image.
3
Module 1 – Getting Started
Resource 1
CD Resource
4
Slide 1 5 Students are asked to
volunteer to speak for at least
PowerPoint Karaoke 30 seconds on a slide that
contains 4 pictures. They can
Talk for 1 minute about each slide.
be helped and encouraged by
the audience to talk about
anything they feel is linked to
Module 1- Getting Started
the pictures.
Slide 2
Slide 3
Slide 4
Slide 5
Slide 6
Slide 7 This is the title of the slideshow
How is Software Relevant to
that has been viewed. Let’s
my life? review the slides again taking
the title of the show into
account.
Resource 2
CD Resource
“M1L1R2 intro_mitchelresnick.mpg”
10
Module 1 – Getting Started
Resource 3
CD Resource
11
Module 1 – Getting Started
Resources:
Instructions to Download and Install Scratch (Resource 1), Quiz (Resource 2)
Key Vocabulary:
Blocks Palate, Execute, Green Flag, Interface, Scratch, Script, Sprite, Stage,
Tabs, Toolbar
Description:
Students are introduced to Scratch and the Scratch interface, including the
stage and (x,y) coordinates. Students write their first program in Scratch and
are introduced to movement of sprites. Students learn how to add comments
to their scripts and how to add notes to describe their projects in Scratch.
Students complete a quiz on interface terms at the end of class.
Learning Objectives:
1. To introduce the students to the Scratch interface.
2. To allow students to build and save their first scripts.
Lesson Introduction:
• Reiterate the idea of how a programming language controls the
behaviour of a machine using a set of instructions.
• Tell students that this lesson introduces them to the look and feel of
Scratch.
• Tell them they will write their very first computer program (script) using
Scratch.
Lesson Breakdown:
1. Students open Scratch via the desktop icon or Start → Programs
method.
12
Module 1 – Getting Started
STAGE
Where your scratch
creations come to
life.
BLOCKS PALETTE
Blocks for
programming your
sprites .
NEW SPRITE
BUTTONS
Create a new
character or object
for your project .
SPRITE LIST
Thumbnails of all
your sprites . Click to
select and edit a
sprite .
SCRIPTS AREA
Drag blocks in , snap
them together into
scripts .
3. Ask students to find x=0, y=0 on the stage, using the mouse.
13
Module 1 – Getting Started
5. Demonstrate how to write a script to make a sprite say hello when the
green flag is clicked. See instructions below.
Take commands
from different
blocks and drag
them into the
scripts area .
14
Module 1 – Getting Started
1. To add a comment to a
block of script , right click on
the grey area (Scripts area )
and choose ‘add comment’
from the list .
7. Explain to students that as they build projects in Scratch they can use
the Project Notes section to explain what their project is about. The
Project Notes section can be accessed as shown in the following
image and is very useful to explain how a project works.
1. To add notes to
describe your project
click on the File
menu button and
then click on the
Project Notes button .
15
Module 1 – Getting Started
Extension activity
Build and execute the program in the following image to demonstrate how
to make a sprite move. Students can then experiment with the Motion
block.
16
Module 1 – Getting Started
Resource 1
17
Scratch Installation Instructions
3. The next screen contains an optional form. You can fill it in to get email
updates about Scratch or proceed directly to the download page.
4. On the next screen you will need to choose the appropriate file
depending on your operating system (Windows or Mac). Click on the
correct link to download the installation file to your computer.
Install Scratch from your Computer
1. Double click on the downloaded installation file <ScratchInstaller.exe>
to run the installation
2. Follow the prompts on the installation wizard as shown below and you
will be ready to use Scratch.
Click next
Click next
Click install
Click next
Click finish
Module 1 – Getting Started
Resource 2
Quiz
A worksheet for testing student knowledge of the Scratch Interface.
21
The Scratch Interface Quiz
G E
C
A
D
Task:
Look at the Scratch Interface above.
In the table below see if you can match the letters to the different features of
the Scratch Interface:
A Blocks palette
B Stage
C Sprite list
D Presentation Mode Button
E Tabs
F Scripts Area
G Tool Bar
Module 1 – Getting Started
Resources:
No CD or printable resources required.
Key Vocabulary:
Sprite, Library, Costume, Background, Import
Description:
Students learn how to import a sprite from a library and from an external
source. They also learn how to edit a sprite including how to resize it.
Students write a program to change the costume of a sprite and learn how to
change the background in a project.
Learning Objectives:
1. To introduce students to graphics in Scratch and to allow them to
import and edit sprites and to modify backgrounds.
2. To allow students to write a Costume Change program.
Lesson Introduction:
• Revise the Scratch interface and the idea of sprites as characters.
• Tell students that today they will import sprites from within Scratch and
from other sources e.g. Internet.
• Tell them they will have fun changing the look of these characters and
the backgrounds.
• Tell them they will write a Costume Change program for their chosen
sprites.
Lesson Breakdown:
1. Students open Scratch as explained in Lesson 2.
2. Revise the features of the Scratch environment, particularly the Blocks
Palette, Scripts Area, Tabs and Sprite Buttons and Stage Area.
23
Module 1 – Getting Started
Click on any of
these folders to
choose a sprite
and click on OK
when you have
chosen.
24
Module 1 – Getting Started
Click on this
button and then
Click on this on the sprite to
button and then decrease the size .
on the sprite to
increase the size .
7. Show students how to edit a sprite by selecting the sprite in the sprite
list area of the screen, clicking on the costumes tab, and clicking on
edit, as shown below:
25
Module 1 – Getting Started
8. Ask students to select a sprite and to click on the edit button so that the
paint editor appears.
9. Explain the various features of the paint editor as explained in the
diagram below:
Scale buttons –
change size of
Rotate the current
current selection .
selection .
Flip current selection
horizontally or
Add image vertically .
from file.
Erase canvas
Toolbar
Undo / Redo
Options area –
Tool settings .
Current
colours
Zoom
Colour palates –
change the current
colours .
10. Ask students to experiment with their sprite by changing size and
colour etc.
11. When they are finished they should click OK.
12. Ask the students to open a new project, by clicking the new button and
tell them they are going to write a Costume Change program to
animate a character.
13. Ask the students to leave the Scratch cat sprite on screen and to click
the costumes tab.
26
Module 1 – Getting Started
14. Show the students how to paint a new costume by clicking the new
costume paint button as shown below and then import the first cat
sprite from the animals directory as shown below:
Once you have clicked the
costumes tab , click on
paint first to view the paint
editor box .
15. Get the students to change his colour, using the Fill Tool. When they
click on OK, he should appear as costume3 on the list.
16. Repeat step 15 for another cat sprite from the library. This cat should
appear as costume4 on the list as shown below. Show students how
they can rename their costumes by clicking on the name e.g.
‘costume1’ and typing the new name over it. They can also delete a
sprite using the x as shown in the following diagram:
27
Module 1 – Getting Started
17. Click on costume1 from the list and click on the scripts tab again.
18. Build and execute the program below to change the costumes. The
wait command ensures the change doesn’t happen too quickly.
19. Ask the students to build and execute the script themselves.
20. Ask students to modify the script to make the cat move across the
stage as he changes costume. See one solution below:
28
Module 1 – Getting Started
21. Ask students to click on the stage sprite in the sprite list area and ask
them to click on the backgrounds tab as shown below. Ask them to
click on the import button and they can choose a background from one
of the folders of their choice:
1. Click on the
stage sprite to
select the stage .
Extension activity
Ask students to create a new project, using a new background of their
choice, either created in paint editor or imported from the Scratch library.
Ask them to make 2 sprites move around the stage. Sprites should wear
two different costumes. The sprites can be edited using the paint editor
and students can be creative!
Students can also try to save an image from the Internet and import it into
Scratch.
29
Module 1 – Getting Started
Resources:
Tell me what to do (Resource 1), Handout with 3 Algorithms (Resource 2)
Key Vocabulary:
Algorithm
Description:
Students explore what an algorithm is, using everyday examples. They will
write an algorithm to solve a basic problem given by the teacher. They will
then write their own algorithm to top up a mobile phone.
Learning Objectives:
1. To introduce students to algorithms and to help them understand what
an algorithm is and how it fits into everyday life.
2. To allow students to write their own algorithms to solve basic problems.
Lesson Introduction:
• Introduce students to the idea that computers need instructions to tell
them what to do.
• Tell them they will discover how to provide effective instructions to
solve everyday problems.
Lesson Breakdown:
1. Divide students into groups of 2 or 3 at the start of class.
2. Begin PowerPoint presentation (Resource 1).
3. Present students with the 3 sets of instructions on the Handout with 3
Algorithms sheet (Resource 2): Baking a Cake, Directions to Mary’s
House and Buying a Packet of Crisps and a Drink.
4. Ask students to study and consider each set of instructions.
5. Ask the students what the 3 sets of instructions have in common i.e.
they are all sets of instructions to solve a problem.
6. Using the 3 algorithms as an example, ask the students to define the
characteristics of a good algorithm and write them on the board.
7. Show the students the definition and characteristics of a good
algorithm on the PowerPoint presentation. Refer to the 3 examples on
the resource sheet used earlier.
8. Encourage students to use the simple ordered English approach for
writing algorithms using the Buying a Packet of Crisps and a Drink
example.
9. Show the students the problem of the dog, the goat and the cabbage
on PowerPoint. Ask them to write an algorithm, using the simple
ordered English approach to solve the problem. The solution can be
shown after students have tried the problem.
30
Module 1 – Getting Started
10. Ask the students to write an algorithm to top up the credit on their
mobile phone. See sample solution on slide 9 of PowerPoint
presentation (Resource 1).
31
Module 1 – Getting Started
Resource 1
Tell me what to do
This PowerPoint presentation guides the lesson activities. It outlines the definition and
characteristics of a good algorithm.
CD Resource
32
Slide 1 Introduce the topic.
Tell me what to do
1. Baking a cake
1. Mix milk and vinegar. Melt the chocolate. Sieve flour, cocoa and soda
into a bowl. Add margarine, sugar, eggs and half the milk mixture and
beat well.
2. Add the melted chocolate and remaining milk. Beat until smooth.
Transfer to 8" round cake tin which has been greased & lined. Bake in
a preheated oven at 325°F,160°C,Gas Mark 3 for 1 ½ hours approx.
When cake is cold, split in half & use half the filling to sandwich cake.
With remaining filling, completely cover cake & decorate to your choice.
3. Put sugar & evaporated milk into a saucepan. Stir and bring to the boil,
then simmer for 5 minutes. Remove from heat. Add the broken
chocolate & stir until melted. Repeat with margarine. Pour into a bowl &
leave in fridge until it thickens.
From the town hall, follow Orchard Road for 2 kilometres until you reach a
set of traffic lights. Turn left onto Western Road. Continue driving along
Western Road until you reach a T-junction. Turn Right onto O’Connell
Avenue and continue forward for 1 kilometre until you pass the Post Office
on your left. Just after the Post Office turn left onto Meadow Drive. Mary’s
house is the second house on the right.
Resources:
No CD or printable resources required.
Key Vocabulary:
Event handler, Sequence
Description:
The concept of Event Handlers is introduced by programming a sprite to move
in different directions when the arrow keys are pressed. Students will also use
the Sound block to map keys to notes and play musical scales. By end of the
lesson new instruments and sprites will be introduced to make a band.
Learning Objectives:
1. To learn about Event Handlers by programming scripts that are
triggered by input from the computer keyboard.
2. To allow students to create a sequence of commands to play a musical
scale.
Lesson Introduction:
• Reiterate that it is important that computer programs are written as a
set of instructions in a sequence.
• Introduce the idea that computer programs need to respond to input
from users.
39
Module 1 – Getting Started
Lesson Breakdown:
1. Explain that a when command can be used to respond to an event
triggered by the user. For example, if a user presses the up arrow on
the keyboard.
We will program
the arrow keys to
move the sprite in
A when command different directions .
is the main way a
script detects an
event when user
input is received .
2. Show how to program the right arrow to move the sprite forward.
3. Pupils can try on their own to figure out how to program all of the arrow
keys to move the sprite up, down, left and right.
40
Module 1 – Getting Started
4. The next challenge is to use sounds to get your sprite to play a musical
scale when the space key is pressed. A possible solution is shown
here.
Extension activity
Spend a lesson having a battle of the bands competition to see who can
get Scratch to put on the best Stage Show.
41
Module 1 – Getting Started
References
Lesson 1
Resource 1
Slides 2-12 Photographs
http://www.morguefile.com/ and http://www.freefoto.com
Slide 8 - Eniac Fact
http://en.wikipedia.org/wiki/ENIAC
Goldstine, Herman H. (1972). The Computer: from Pascal to von
Neumann. Princeton, New Jersey: Princeton University Press. ISBN 0-
691-02367-0
Slide 8 - MySpace Fact
MySpace cranks up heat in Facebook turf war by John Schwartz USA
today available at http://www.usatoday.com/tech/webguide/2007-12-20-
myspace_N.htm
Slide 9 - Text messages Fact
http://www.rte.ie/news/2008/0618/broadband.html?rss
Slide 10 - Mariner 1 Fact
"For Want of Hyphen Venus Rocket Is Lost;" By GLADWIN HILL Special
to The New York Times. July 28, 1962, Saturday
Slide 12 - Ebay Fact
http://www.geeze.us/news-archives/jul-09-2005.htm
Slide 12 Daft Fact
http://www.skoool.ie/skoool/senior.asp?id=4419
Slide 13
http://scratch.mit.edu/about
Michael Resnick Video
http://youtube.com/v/knFykmLljos
Scratch Intro Video
http://llk.media.mit.edu/projects/scratch/videos/ScratchIntro.wmv
Lesson 2
Scratch Interface Diagram
Scratch Reference Guide Page 2
http://scratch.wik.is/@api/deki/files/185/=ReferenceGuide_1.2.pdf
Lesson 3
Scratch Paint Editor Diagram
Scratch Reference Guide Page 8
http://scratch.wik.is/@api/deki/files/185/=ReferenceGuide_1.2.pdf
42
Module 1 – Getting Started
Lesson 4
Resource 1
Slides 2 and 6
All photographs were taken from http://www.fotosearch.com/
Slide 6 Farmer’s Algorithm
http://aten.tau.ac.il/Basic_Programming/AlgoExercise.html
43