Programming Scratch Maze Games

About this unit:

Teach algorithms, repetition, conditions and variables, while introducing students to Scratch’s block-based coding language. Build adventure maze games and design your own levels, characters and objects to collect.

National Curriculum Links - Computing KS2

The content of this plan cover the following National Curriculum strands: 

  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • use sequence, selection, and repetition in programs; work with variables and various forms of input and output
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs

Curriculum Mapping

Why this? What does it build on?

This unit builds on the computer science units with a programming focus from Key Stage 1: Action algorithms and Programming direction (Year 1) and Programming with Scratch Jr and Programming with Logo (Year 2), as well as the Year 3 units Getting Started with Kodu and Animation with Scratch.

Key programming concepts such as sequence, selection, repetition and working with variables are all covered in this unit, but with a different application to the Scratch animation unit. In these lessons, students plan and create a game. As well as the coding skills in this unit, there are also plenty of opportunities for students to practise and use their design skills, which reinforce learning from our digital literacy units such as An introduction to digital art (Year 1) and Digital imagery: Patterns in nature (Year 3).

What comes next?

This unit supports all of the future computer science learning that the students will experience. Its content is built upon in the following units: Programming Scratch maze gamesBuilding retro games - pick a project and LEGO robotics, in which the programming language of Scratch is also used with a variety of different applications and opportunities to learn and practise designing, writing, editing and improving programs for specific purposes.

Getting started with KoduKodu sportsGetting started with the BBC micro:bit, and Getting started with Crumble also provide opportunities to widen their knowledge and experience of programming with other block-based coding languages, away from Scratch.

View our full curriculum map

Take a look at our full curriculum map to see how units across all year groups, from Year 1 to Year 6 link.

Unit Resources

Lesson Slides

Detailed lesson slides for you to use when delivering this unit of work with your class

Unit Assessment Sheet

Use our simple assessment system to measure your students' success in this unit of work.

Lessons

Lesson 1

  • To design an appropriate setting for a video game
  • To program the movement of a sprite
  • To understand and apply the use of coordinates when coding character movement

Lesson 2

  • To understand and use conditions in programming 
  • To understand and apply the use of coordinates when coding character movement

Lesson 3

  • To debug a program, explaining errors you find and how to fix them
  • To understand and use variables 
  • To add appropriate sounds to a coding project

Lesson 4

  • Understand and use broadcasts as event triggers
  • To extend a video game by adding levels

Lesson 5

  • Understand and use broadcasts as event triggers
  • To understand and use variables for different functions in game

Lesson 6

  • Talk about how they made their program and justify the choice they made for both function and design.
  • Critically evaluate programs and say what they liked and what could be done to improve it.

Suggested Software

Scratch:

Full Computing Glossary

Take a look at our full computing glossary, plus key vocabulary for each age group.

Key computing vocabulary for this unit

Abstraction - Removing unnecessary detail to help you solve a problem (a computational thinking concept)

Algorithm – an unambiguous procedure or precise step-by-step guide to solve a problem or achieve a particular objective. A set of instructions for achieving a goal or solving a problem.

Block –  a ‘chunk’ of programming or a particular graphic block or piece found in a graphical programming language such as Scratch. Blocks linked together are called a script in Scratch. To find out what a block does, right-click on it, then select help from the pop-up menu.

Blocks Palette – (in Scratch) – the library of blocks in most graphical programming languages.

Command – a step or line of programming.

Coordinate (noun) - Cartesian coordinates are a set of values that show an exact position. In a 2D environment, such as on a graph, two axis are needed, each with an equal number scale. The X axis represents the horizontal position of a point, the Y axis represents the vertical position of a point. Coordinates in a 3D environment require a third axis (Z) which represents depth. Coordinates can be commonly used in coding to position objects (sprites in Scratch) within a program’s visual environment. 

Costume – The costume is the appearance of a sprite on the screen. These are usually editable. A sprite can often have multiple costumes that are changed by programming the sprite.

Debug – to detect and correct the errors in a computer program.

Decomposition - Breaking a problem down into smaller parts (a computational thinking concept)

Execute – to follow a series of instructions. The computer or robot follows the instructions in order to complete the program.

Input – data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors. Information which is received by the computer from a keyboard, mouse or sensor e.g. pressing the left mouse button or space bar creates an input.

Logical reasoning – a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.

Output – the information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly though the control of motors in physical systems. Also an action performed by the computer e.g. switching on a light, moving a turtle or sprite across the screen.

Program – (noun) A sequence of instructions written to perform a specified task on the computer

Program - (verb) To give a series of instructions to a machine so that it will perform a task automatically

Repetition (also known as  ‘Loop’ or ‘Iteration’) – a programming construct in which one or more instructions are repeated, perhaps a certain number of times, until a condition is satisfied or until the program is stopped.

Script – (In Scratch) blocks are snapped together into stacks, called scripts. When you click on a script, Scratch runs the blocks from the top of the script to the bottom. You can program sprites and the stage using scripts.

Selection – ‘when things happen’ - A programming construct in which the instructions that are executed are determined by whether a particular condition is met.

Sequence – to place programming instructions in order, with each executed one after the other.

Sprite – A graphical object that can be controlled by programming.

Stage – (in Scratch) - the Stage is where you see your stories, games, and animations come to life. Sprites move and interact with one another on the Stage. The Stage is 480 units wide and 360 units tall. It is divided into an x-y grid.

Variables – a way in which computer programs can store, retrieve or change simple data, such as a score, the time left, or the user’s name.

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