Starting from Scratch

About this unit:

Lay strong foundations for coding as you introduce your class to the visual language of Scratch, while using the PRIMM approach. Teach your students to predict, run and investigate code, before they start to modify existing code and eventually plan and make their own coded animation project. 

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 coding focus from Key Stage 1: Action algorithms and Programming direction (Year 1) and Programming with Scratch Jr and Programming with Logo (Year 2).

It introduces the coding language of Scratch which is the most widely used block-based coding language in the world and is a key tool that is used again in several units through Key Stage 2 and 3. New key concepts such as sequence, selection, repetition, working with variables are all introduced in this unit.

What comes next?

This unit supports all of the future computer science learning that the students will experience. The learning it contains is built upon with the following units: Animation with Scratch, Programming Scratch maze games, Building 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 Kodu, Kodu sports, Getting 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.

Before you start - Scratch accounts

Before you start teaching this unit of work, we'd strongly recommend you sign up to Scratch with a teacher account and then create student accounts for your class. This means you can then sign in to and use the online version of Scratch, which has a number of benefits:

  • Projects are auto-saved to the cloud while you work.
  • Projects can easily be shared with others if wanted (all projects are private by default).
  • You can easily view and collect your class's work together in 'studios'.
  • Students can continue working on projects at home, or start something at home and easily continue, or show it in school.
  • You can remix other online Scratch projects.
  • You can transfer code from one Scratch project to another with your 'backpack'.
  • The online version of Scratch is far less buggy than the desktop equivalent.

You can request a teacher account from the button below, and also find a useful Scratch teacher account setup guide and Scratch teacher account FAQs, which includes a very helpful video that walks you through setting up your teacher accounts, creating classes and adding student accounts.

Lessons

Lesson 1

  • To understand and explain key vocabulary linked to programming.
  • To accurately read, predict and explain visual code to a partner.

Lesson 2

  • To become familiar with the Scratch programming environment (blocks, sprites, stage, canvas, controls).
  • To understand and use coordinates in programming.
  • To accurately read, predict and explain visual code.
  • Suggest changes to existing code.

Lesson 3

  • Use logic to debug existing code and explain your changes.
  • Modify existing code for a particular purpose and explain your changes.

Lesson 4

  • To sequence a series of commands accurately and in the most efficient way.
  • To understand and explain different types of loops in code, the differences between them and when you would use them.
  • To add and use different types of loops in code to achieve a desired outcome.

Lesson 5

  • To plan and create an animation using code.
  • To sequence a series of events in your plan.
  • To identify key coding blocks needed for your animation.

Lesson 6

  • To create an animation using code.
  • To critically evaluate the work of a classmate and offer constructive feedback.

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 – A sequence of instructions written to perform a specified task on the computer

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.

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