Secondary Junior Cycle

Coding Projects with Scratch

Developing Interactive Projects

The whole first lesson, as your class sees it. No sign-in needed.

What your school gets

Everything a teacher needs to teach Coding Projects with Scratch this year.

In class

  • 8 lessons, ready to teach Each one planned step by step, taught from the board with the same lesson open on each student's device.
  • Quizzes and assessments A short quiz with 7 of the lessons.
  • Progress and resultsWhat each student has completed, and how they did.
  • CertificatesFor portfolios, open days and reports home.
  • Try the first lesson: Translate

On paper

  • Teacher Resource BookThe whole course laid out for the teacher, lesson by lesson, ready to print.
    The sample lesson's pages

The whole books come with the course, in each class's Resources.

The course, module by module

8 lessons in 8 modules. The lesson marked Sample opens in full.

1 Week 1 1 lesson · about 1 hour
2 Week 2 1 lesson · about 1 hour
  1. 2 Shark Swim Quiz
3 Week 3 1 lesson · about 1 hour
4 Week 4 1 lesson · about 1 hour
5 Week 5 1 lesson · about 1 hour
6 Week 6 1 lesson · about 1 hour
  1. 6 Rocket Lander Quiz
7 Week 7 1 lesson · about 1 hour
8 Week 8 1 lesson · about 1 hour

What students learn

This module guides students through creating various projects using Scratch, from language translators to interactive games. Teachers should familiarise themselves with Scratch's interface and extensions, and be prepared to explain concepts such as variables, sprite manipulation, and game loops. Encourage creativity and experimentation, and ensure students understand the importance of practice in mastering coding. The module concludes with a build battle, challenging students to apply their newly acquired skills.

By the end of the course, students can

  1. Develop a language translator using Scratch, incorporating the Translate and Text to Speech extensions, variables, and interactive elements.
  2. Create an engaging 'Shark Swim' game using Scratch, mastering sprite control, animation, collision detection, and game loop establishment.
  3. Program an autonomous car using Scratch, understanding the workings of autonomous cars, sprite manipulation, track design, and autonomous navigation.
  4. Code a pattern creator using Scratch, utilising the pen tool, variables, and pen colour and size manipulation to create complex patterns.
  5. Develop an interactive 'Attack of the Dots' game using Scratch, controlling a coloured disc, cloning attacking dots, and detecting dot colours.
  6. Create a 'Rocket Lander' game using Scratch, programming gravity, rocket movement, animations for thrust and explosion, and a fuel limit.
  7. Design a platformer game using Scratch, creating characters and platforms, and writing code for character movements, gravity application, and effects like jumping and trailing.
  8. Engage in build battles, demonstrating problem-solving skills and creativity in tackling code challenges using Scratch.

What you'll need

Used in some of the lessons. Students can share in groups of two or three.

Chromebook/Laptop/PC iPad/Tablet

Ready to bring Coding Projects with Scratch to your school?

Get in touch to discuss pricing and ordering for your school.

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