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Home Explore G5LP-8Interactive programming with Scratch

G5LP-8Interactive programming with Scratch

Published by Kanchan Singh, 2023-04-17 07:37:42

Description: G5LP-8Interactive programming with Scratch

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Lesson Plan - 1 Computer Science Interactive Programming with Scratch Topics: Scratch Interface Class: Period: Mode: Classroom/Lab Teacher: ____________________________________________________________________________________ Learning Support Assistant: ____________________________________________________________ S.M.A.R.T. Learning Objectives By the end of this session, students will be able to: 1. Get familiarized with the Scratch interface. 2. Understand what is the sprite in the Scratch window. 3. Use blocks for writing the first code in Scratch. Resources 1. video https://www.youtube.com/watch?v=05oGeA2ozvo (8.36) 2. Use the eContent to show the animated demos of the lesson. Session Conduction Engage: Ask students. Ask students have they seen a trained dog responding to commands Sit, Wait, Stay, etc. What about human beings do we also need such commands? We sometimes need instructions and sometimes we don’t. The computer, on the other hand, needs instructions. Programming is giving precise instructions to a computer to get something done. Typically, a programming language is used to write these instructions. As a programmer, we need to write a set of commands to a computer, with the expectation that the computer will respond accordingly. Concept introduction: Programming is the foundation of robotics, video games, apps, computer graphics, and much more. A program is a set of instructions; a sequence of short commands, one after another, with programming used as the tool to write and use those instructions. To write these there are many tools and programming languages available.

Scratch is a visual interface platform that is used for creating games, stories, and programs. Because of its user-friendly interface, it is easily accessible by someone who is new to programming. In Sprite we don’t type any complicated commands. Instead, connect graphical blocks together to create programs. Concept Demo/Explanation: Briefly discuss the history of Scratch. Show how to open Scratch from the Start menu. Once the interface opens ask students what could be the use of the file and edit menu. Once they answer show them the options available under these menus. Walk through the code, costume, and sounds tab and select different options available under these to make students aware of why we use them. Explain what is the use of the other two components of the Scratch window which are stage and sprite. Scratch sprites are images kids can create and program in the Scratch interface. Explain the use of the different blocks available on the code panel. Add some blocks. Show how to remove blocks by dragging them to the left, away from the script pane. The following example can be used as the first Scratch code. How to move cat sprite and make it say hello for two seconds. Drag a “When Green Flag Clicked” block from the Events category in the Block Palette into the Code Area. Next, go to the Motion category in the Blocks Palette and select the “Move 10 steps” block. Drag this block onto the Code Area and snap it underneath the ‘When Green Flag Clicked’ block. Drag this block onto the Code Area and snap it underneath the ‘When Green Flag Clicked’ block. Next, go to the Looks category. This category has blocks that will change how the sprite looks. Select the “Say Hello for 2 Seconds” block. Drag this block onto the Code Area and snap it underneath the previous block. Press the Green Flag on top of the Stage to test the code. Concept Practice: Use the sprite panel to change sprite settings like its position on the stage as x, y, coordinates, and size. Change the appearance of the sprite using the paint option. Change the white default background to an image imported from the hard drive. Choose a sprite from the fantasy group. Optional Activity: Students can watch the video from the resources section. Practical Application: Complete the lab activities section of the chapter. Home Assignments

1. Revise the topic covered. 2. Practice the interactive exercises in Edusoft Smart App. 3. Solve any additional exercises on the playground.edusoft.co.in Guided Assignment Students can visit https://en.wikipedia.org/wiki/Scratch_(programming_language) and discuss their findings with the teacher. Evaluation After completing the lesson solve the exercises given in the book.

Lesson Plan - 2 Computer Science Interactive Programming with Scratch Topic: Events in Scratch Class: Period: Mode: Classroom/Lab Teacher: ____________________________________________________________________________________ Learning Support Assistant: ____________________________________________________________ S.M.A.R.T. Learning Objectives By the end of this session, students will be able to: 1. Create an animation effect using an event block in Scratch. 2. Add sounds from the sound block. 3. Change the appearances of the sprites using the costume editor. Resources 1. video https://www.youtube.com/watch?v=JTBs2lpe7As&t=128s (9.52) 2. Use the eContent to show the animated demos of the lesson. Session Conduction Engage: Ask students what they do on their birthday. How do they react when the alarm rings? On birthdays we cut cakes, and we get up when the alarm rings. What happens if the traffic signal changes to red colour? When we press the space button the video gets paused in the YouTube player. With the help of these examples whenever there is an event there is an action. Concept introduction: Event-driven programming is a programming pattern in which the flow of program execution is determined by events. For e.g., a user action such as a mouse click or key press will activate a reaction. Events are one of the ten categories of Scratch blocks. They are color-coded light yellow and are used to sense events, which trigger scripts to run. Events blocks tell Scratch when to start running the program by setting a triggering moment, such as clicking the green flag. Concept Demo/Explanation: Using the example of events from the chapter, explain further what are events. Scratch provides us event block which triggers the script

associated with it. Using the code given in the chapter explain how events are triggered when we press up, down, space, or any other key from the keyboard or the green flag. The control block is used for controlling the running of the program. For e.g., we want spite to move 10 steps 5 times. We will use “repeat 5” block, next, add “move 10 steps” block snapped underneath “repeat 5” block. The If-Then block will check its Boolean condition. If the condition is true, the blocks held inside it will run, and then the script involved will continue. If the condition is false, the code inside the block will be ignored and the script will move on. When we want our code to run until a condition is true, we use the repeat until block and when want our code to run infinitely we use forever block. Following codes can be used for more examples. Concept Practice: Ask students to make sprites play music sounds and change the costume. They can refer to the steps provided in the chapter. Students can visit https://scratch.mit.edu/projects/editor/?tutorial=name and follow the activity for a fun activity. Optional Activity: Students can watch the video from the resources section.

Practical Application: Complete the do-it-yourself and lab activities of the chapter. Home Assignments 1. Revise the topic covered. 2. Practice the interactive exercises in Edusoft Smart App. 3. Solve any additional exercises on the playground.edusoft.co.in Guided Assignment Students can visit https://code.tutsplus.com/tutorials/introduction-to-blocks-in-scratch- -cms-24180 and discuss further with the teacher with their findings. Evaluation After completing the lesson solve the exercises given in the book.


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