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G5 Notes

This document contains multiple chapters about programming concepts in Scratch including positioning sprites using coordinates, using loops to move sprites, adding costumes, generating random numbers, and using conditional statements like if/else. The chapters introduce programming concepts and provide example code to demonstrate how to implement the concepts in Scratch programs. Students are asked questions throughout to check their understanding.

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snober fatima
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0% found this document useful (0 votes)
149 views

G5 Notes

This document contains multiple chapters about programming concepts in Scratch including positioning sprites using coordinates, using loops to move sprites, adding costumes, generating random numbers, and using conditional statements like if/else. The chapters introduce programming concepts and provide example code to demonstrate how to implement the concepts in Scratch programs. Students are asked questions throughout to check their understanding.

Uploaded by

snober fatima
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Long Term Plan

Chapter no 4: Programming: The hungry parrot


Content: Set the stage

Learning Objective:
To understand the scratch programming
Success criteria:
Students will be able to:
● Choose the sprite and backdrop
● Set the size of sprite and backdrop
● Set the size of x coordinate and y coordinate
Keywords:
 Stage
 Coordinate
 X coordinate
 Y coordinate
Introduction:
 How to use coordinates to position a sprite on the screen
 The area where the sprite moves is called stage.
 Every position on the stage has a number value
 These number value are called coordinate
 X coordinate
 Y coordinate
Activity task:
 What are the x and y values of the top left corner of the stage?
 Students will write the steps to change the size of sprite and backdrop
 Students will create a stage with sprite and backdrop

Question to think:
What are the X and Y values of the top left corner of the stage?
__________________________________________________________________

Chapter no 4: Programming: The hungry parrot


Content: Control the sprit

Learning objectives:
To make a program to move the sprit.
Success criteria:
Students will be able to:
● To use the loop in the program
Keywords:
 Starting event
 Costume
 Loop
Introduction:
 Every program needs a starting event
 The starting event id how the user makes the program start.
 Green flag button is used to start the program.
Start the program:
 Start the program
 Look at the blue “motion” block.
 Find go to block.
 It says go to x….y…. There is space to enter X and y
coordinates.
Effective Questions:
 This program uses a loop. What kind of loop is it?
 What is exit condition loop?
 Exit condition means how to stop the loop.

Costume:
The different looks for the sprite are called costume.The costume pane is where
you can load the costumes for your sprite. You would use costumes to animate
or change the appearance of the sprite in your game or story.
Activity Task:
 How many numbers of repeats in the program?
 In previous program program , what kind of loop was?
 What is exit condition loop?
Question to think:
The number of steps on pg 57
Number of repeats
Number of seconds to wait between wings flap?

Chapter no 4: Programming: The hungry parrot


Content: How do you win the game?

Learning objectives:
How to make a program with two sprite
Success criteria:
Students will be able to:
● Choose the two sprite
● Tell the smallest and biggest possible value of x coordinate
Keywords:
 Coordinate
 X coordinate
 Y coordinate.
Introduction of topic:
 In this game parrot is hungry. You will help the parrot to find the food to
eat.
 You will make a program so the apple appear at a random place in front of
parrot.
 Add and apple sprite and set size 0.
Move the sprite:
 Start event is the green flag.
 The new program only needs one more block . Use the “goto” block to
move the sprite to x and y coordinate.
 Set x and y value o and fit together blocks.
 Then program looks like this

Make a random move:


 Now you will make x coordinate a random value. That means the block will
move to a random place.
 Here is the block that makes a random value

Values:
 Smallest possible value for the x coordinate is -260
 The largest possible value for the x coordinate is 260.
Activity Task:
1. What does coordinate mean?
2. What does random mean?
3. What other value is used with the x coordinate to set the position of a sprite?
Question to think:
What is the smallest and biggest values for x coordinate?

Chapter no 4: Programming: The hungry parrot


Content: How many flaps?

Learning Objectives:
How to use if…else to control the output of a program
Success criteria:
Students will be able to:
● Add if…else block
Keywords:
 if…else
Introduction of the topic:
 You will change the program to show if the parrot has reached its dinner.
 You will add more command to the program
 Click on the parrot sprite.
 Use the if..else block
 It comes after the loop, when the parrot has finished moving
Sensing:
 The light blue “sensing” block are used by the computer to „sense‟ if an
event happen.
 One these blocks will sense if the parrot is touching the apple.
 Here is the block and use the drop down menu to choose „apple‟
 This block makes test.
 If the parrot touches the apple , the test is true.
 If the does not touches the apple , the test is false
Complete the program:
 Finally put „say‟ block into the program.
 If the parrot touches the apple, the parrot says “yum yum”.
 Else parrot says “ I am hungry”.
 Here is the programme.
Activity task:
 What touching block makes?
 What is sense block?
 What is if. Else?
Question to think:
 What touching block makes?

How to make a program with two sprite


Success criteria:
Students will be able to:
● Choose the two sprite
● Tell the smallest and biggest possible value of x coordinate
Introduction:
 In this game, the user does not need to use skill to play the game.
 The parrot might reach the apple or might not .
 The result is random.
 Now you have to change the program so that parrot asks you how many
flaps to take.
 If you input the right number , the parrot will get the apple.
 You must use your skills to choose the right number
Ask a question:
 You will use the „ask‟ block
 Find the block and change the question “how many times shall I flap my
wings?”
Now program look like this
Enter a number:
 The user can type answer to the question
 User‟s answer to a question is stored by the computer.
 The answer is stored as a light blue „answer‟ block
 Put this block into the counter loop
 Loop will repeat that number of times.
 For example, if you type 6 the loop will repeat 6 times
 Now run the program.
Multiply by 2:
 So the previous program is still not right.
 If you enter 6, parrot flaps its wings 3 times. That is because each flap of the
wings uses two loop.
 One loop to move the wings up
 One loop to move the wing down
 So you need to loop two times for every flap. You will use multiplication
operator *.
 You will multiply the user‟s answer by 2
 Put this operator into the counter loop
 Now parrot will flap its wings the right number of times.
Activity Task:
 If you type 3, how many times loop will repeat?
 How answer is store in the scratch?
 If user enter 6, how many times the parrot flap its wings?

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