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
- Programming
- Digital Applications
|
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
|
Science Fair Project
|
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. |
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).
Students complete a set of activities that explain key concepts. They then learn how to apply these skills to develop their own projects.
Students take a science experiment and use Scratch to create a working model to illustrate an hypothesis.