Scratch Programing

Scratch is a great platform for introducing your learners to some of the fundamental concepts of the new NZC Digital Technologies and there’s plenty of scope for cross-curricular links.

A Coherent Learner Pathway with Cross-curricular Links

The following table represents a learning pathway that has been tried and tested in the classroom.  It is aligned to the Technology Curriculum (Levels 2-5) and covers the following strands from the new NZC Digital Technologies:

  • Algorithms
  • Programing
  • Digital Applications
  • Humans and Computers

Year Group

Years 5-6

Years 7-8

NZC Digital Technologies Strands* Algorithms, Programing, Digital Applications, Humans and Computers Algorithms, Programing, Digital Applications, Humans and Computers

Learning Aim

Scratch 2.0: Understand how to sequence instructions and make things happen with cross-curricular links to Maths, Art and Music

Scratch 2.0: Develop an interactive modelling project with cross-curricular links to Science

Activity

Creative Activities

clip_image002Students complete a set of activities that explain key concepts. They then learn how to apply these skills to develop their own projects.

Science Fair Project

Students take a science experiment and use Scratch to create a working model to illustrate an hypothesis.

Student Exemplars

These activities afford a learner-centred approach and support learning as inquiry.  Below are some examples of classroom projects made with Scratch.

Year 6 Maze Game

Use the arrow keys to move.
Don’t touch the edge!

Year 7 Science Fair

Press the Green Flag and let it run

Year 8 Game Design

Follow the instructions as you go.

Schemes of Work and Lesson Plans for teaching Scratch from years 6-8 are available and have been designed to be flexible and adaptable to your learning setting.  They are available on our curriculum website (sign up required).