Animate a Joke
Experience: 1st year, 3rd quarter
Practice: Creating computational artifacts, Testing and refining computational artifacts, and Communicating about computing
Concept: Algorithms, Control, and Modularity
Length: 90+
Overview and Purpose
Coders combine understandings from several prior projects to animate a joke. The purpose of this project is to reinforce prior understandings with a focus on modularity.
Preparation (20+ minutes)
Suggested preparation
Customizing this project for your class (10+ minutes): Remix the project example to include your own animated jokes.
(10+ minutes) Read through each part of this lesson plan and decide which sections the coders you work with might be interested in and capable of engaging with in the amount of time you have with them. If using projects with sound, individual headphones are very helpful.
Download the offline version of Scratch: Although hopefully infrequent, your class might not be able to access Scratch due to Scratch’s servers going down or your school losing internet access. Events like these could completely derail your lesson plans for the day; however, there is an offline version of Scratch that coders could use when Scratch is inaccessible. Click here to download the offline version of Scratch on to each computer a coder uses and click here to learn more by watching a short video.
Resources for learning more
- BootUp Scratch Tips
- Videos and tips on Scratch from our YouTube channel
- BootUp Facilitation Tips
- Videos and tips on facilitating coding classes from our YouTube channel
- Scratch Starter Cards
- Printable cards with some sample starter code designed for beginners
- ScratchEd
- A Scratch community designed specifically for educators interested in sharing resources and discussing Scratch in education
- Scratch Help
- This includes examples of basic projects and resources to get started
- Scratch Videos
- Introductory videos and tips designed by the makers of Scratch
- Scratch Wiki
- This wiki includes a variety of explanations and tutorials
Getting Started (6-10+ minutes)
Suggested sequence
1. Review and demonstration (2+ minutes):
Begin by asking coders to talk with a neighbor for 30 seconds about something they learned last time; assess for general understanding of the practices and concepts from the previous project.
Explain that today we are going to animate a joke. Display and demonstrate the sample project (or your own remixed version).
Resources, suggestions, and connections
Practices reinforced:
- Communicating about computing
Video: Project Preview (1:04)
Video: Lesson pacing (1:48)
This can include a full class demonstration or guided exploration in small groups or individually. For small group and individual explorations, you can use the videos and quick reference guides embedded within this lesson, and focus on facilitating 1-on-1 throughout the process.
Example review discussion questions:
- What’s something new you learned last time you coded?
- Is there a new block or word you learned?
- What’s something you want to know more about?
- What’s something you could add or change to your previous project?
- What’s something that was easy/difficult about your previous project?
2. Discuss (3+ minutes):
Have coders talk with each other about how they might create a project like the one demonstrated. If coders are unsure, and the discussion questions aren’t helping, you can model thought processes: “I noticed the sprite moved around, so I think they used a motion block. What motion block(s) might be in the code? What else did you notice?” Another approach might be to wonder out loud by thinking aloud different algorithms and testing them out, next asking coders “what do you wonder about or want to try?”
After the discussion, coders will begin working on their project as a class, in small groups, or at their own pace.
Practices reinforced:
- Communicating about computing
Note: Discussions might include full class or small groups, or individual responses to discussion prompts. These discussions which ask coders to predict how a project might work, or think through how to create a project, are important aspects of learning to code. Not only does this process help coders think logically and creatively, but it does so without giving away the answer.
Example discussion questions:
- What would we need to know to make something like this in Scratch?
- What kind of blocks might we use?
- What else could you add or change in a project like this?
- What code from our previous projects might we use in a project like this?
- What kind of jokes might we animate?
- What kind of sprites might we see in that joke?
- What kind of code might they have?
- What kind of sprites might we see in that joke?
3. Log in (1-5+ minutes):
If not yet comfortable with logging in, review how to log into Scratch and create a new project.
If coders continue to have difficulty with logging in, you can create cards with a coder’s login information and store it in your desk. This will allow coders to access their account without displaying their login information to others.
Alternative login suggestion: Instead of logging in at the start of class, another approach is to wait until the end of class to log in so coders can immediately begin working on coding; however, coders may need a reminder to save before leaving or they will lose their work.
Why the variable length of time? It depends on comfort with login usernames/passwords and how often coders have signed into Scratch before. Although this process may take longer than desired at the beginning, coders will eventually be able to login within seconds rather than minutes.
What if some coders log in much faster than others? Set a timer for how long everyone has to log in to their account (e.g., 5 minutes). If anyone logs in faster than the time limit, they can open up previous projects and add to them. Your role during this time is to help out those who are having difficulty logging in. Once the timer goes off, everyone stops their process and prepares for the following chunk.
Project Work (85-90+ minutes; 2+ classes)
Suggested sequence
4. Create a storyboard (10-15+ minutes):
Walk through the process of creating a storyboard by asking the following questions, then giving coders time to document their answers through physical or digital means:
- What joke(s) are you going to animate?
- What might we include in our storyboard for creating an animated joke?
- What are some of the media we might use in a project like this (pictures, sounds, sprites, backdrops, etc.)?
- How will your sprites tell or show the joke?
- What code will you use to do that?
- How might a user interact with the joke?
- How might we use code to create that interaction?
When coders are ready, have them show you their storyboard and ask questions for clarification of their intent (which may change once they start coding and get more ideas). If approved, they may continue on to the next steps (logging in and creating their scenic walk); otherwise they can continue to think through and work on their storyboard.
Resources, suggestions, and connections
Standards reinforced:
- 1B-AP-13 Use an iterative process to plan the development of a program by including others' perspectives and considering user preferences
Practices reinforced:
- Communicating about computing
Concepts reinforced:
- Program development
- Modularity
Resource: Example storyboard templates
Resource: Storyboard questions for displaying
Resource: School appropriate jokes ;)
Note: Some coders do really well with open projects, while others thrive within constraints. It may make more sense to suggest a range of sprites and backdrops so coders aren’t overwhelmed with possibilities. This can also help with better predicting how long it might take to create the story.
Storyboarding Tip: Coders can color their storyboard (or mark with symbols) what they know, have questions about, and don’t know. For example: mark something green if coders know how to create the algorithm for that sprite/action; mark yellow if a coder has questions; mark red if a coder is unsure how to do something.
Suggestion: If coders need additional help, perhaps pair them with someone who might help them with the storyboarding process. Or, you could have coders meet with a peer to discuss their storyboard before asking to share it with yourself. This can be a great way to get academic feedback and ideas from a peer.
5. Talking sprites (15+ minutes):
1+ minute demonstration
Display and demonstrate the sample project (or your own remixed version) one more time. Ask coders to chat with a neighbor about how they might get a sprite to look like it’s talking.
9+ minute reverse engineering
Ask coders to see if they can figure out how to use the paint editor tools and their code blocks to create an algorithm that makes a sprite do something similar to what was demonstrated. Facilitate by walking around and asking guiding questions.
5+ minute demonstration
Walk through each step of the process for creating a talking sprite. Demonstrate one or both methods for moving a mouth or head to simulate talking. Ask coders to image other ways to make a sprite talk (e.g., taking a picture of your mouth in different shapes or expressions). Repeat this process for a couple of sprites and demonstrate how to name the costumes for ease of use.
Create a function using message blocks for moving the sprite’s mouth by switching to the next and previous costumes to simulate talking (see the video or quick reference guide). Point out that we can use this function multiple times by switching to a desired costume and calling our new function to run in parallel with our other code. To stop our function, we simply need to use stop other scripts in sprite blocks when we want to stop the sprite from talking.
Ask how we make sure our sprite doesn’t keep their mouth open when we stop our talking function? (use a switch costume to block to switch to a costume with the mouth closed)
Standards reinforced:
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
- 1B-AP-11 Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
Practices reinforced:
- Testing and refining computational artifacts
- Creating computational artifacts
Concepts reinforced:
- Algorithms
- Control
- Modularity
Video: Talking sprites (6:46)
Quick reference guide: Click here
Suggested questions:
- How else could we indicate a sprite is talking in Scratch?
- When should we use text and when should we use recordings to show a talking sprite?
- Why did we use message blocks and not My Blocks?
- (so we can have this function run in parallel with other code every time a sprite talks)
A note on using the “Coder Resources” with your class: Young coders may need a demonstration (and semi-frequent friendly reminders) for how to navigate a browser with multiple tabs. The reason why is because kids will have at least three tabs open while working on a project: 1) a tab for Scratch, 2) a tab for the Coder Resources walkthrough, and 3) a tab for the video/visual walkthrough for each step in the Coder Resources document. Demonstrate how to navigate between these three tabs and point out that coders will close the video/visual walkthrough once they complete that particular step of a project and open a new tab for the next step or extension. Although this may seem obvious for many adults, we recommend doing this demonstration the first time kids use the Coder Resources and as friendly reminders when needed.
6. Animate your joke(s) (60+ minutes, the majority of at least two classes):
Give coders time to animate their joke(s) by applying their understandings from previous projects to this new project and encourage them to constantly refer back to their storyboard when they’re stuck on what they should do next. Encourage peer-to-peer assistance and facilitate 1-on-1 as needed.
Standards reinforced:
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
Practices reinforced:
- Testing and refining computational artifacts
- Creating computational artifacts
Concepts reinforced:
- Algorithms
- Control
- Modularity
Facilitation Suggestion: Some coders may not thrive in inquiry based approaches to learning, so we can encourage them to use the Tutorials to get more ideas for their projects; however, we may need to remind coders the suggestions provided by Scratch are not specific to our projects, so it may create some unwanted results unless the code is modified to match our own intentions.
Suggested questions:
- How can you use modularity to make your code more organized and easier to read?
- Can you create hidden sprites a user can interact with in your joke?
- Can you make it so the user helps tell a joke?
7. Add in comments (the amount of time depends on typing speed and amount of code):
1 minute demonstration
When the project is nearing completion, bring up some code for the project and ask coders to explain to a neighbor how the code is going to work. Review how we can use comments in our program to add in explanations for code, so others can understand how our programs work.
Quickly review how to add in comments.
Commenting time
Ask coders to add in comments explaining the code throughout their project. Encourage coders to write clear and concise comments, and ask for clarification or elaboration when needed.
Standards reinforced:
- 1B-AP-17 Describe choices made during program development using code comments, presentations, and demonstrations
Practices reinforced:
- Communicating about computing
Concepts reinforced:
- Algorithms
Video: Add in comments (1:45)
Quick reference guide: Click here
Facilitation suggestion: One way to check for clarity of comments is to have a coder read out loud their comment and ask another coder to recreate their comment using code blocks. This may be a fun challenge for those who type fast while others are completing their comments.
Assessment
Standards reinforced:
- 1B-AP-17 Describe choices made during program development using code comments, presentations, and demonstrations
Practices reinforced:
- Communicating about computing
Although opportunities for assessment in three different forms are embedded throughout each lesson, this page provides resources for assessing both processes and products. If you would like some example questions for assessing this project, see below:
Summative (Assessment of Learning)
The debugging exercises, commenting on code, and projects themselves can all be forms of summative assessment if a criteria is developed for each project or there are “correct” ways of solving, describing, or creating.
For example, ask the following after a project:
- Can coders debug the debugging exercises?
- Did coders create a project similar to the project preview?
- Note: The project preview and sample projects are not representative of what all grade levels should seek to emulate. They are meant to generate ideas, but expectations should be scaled to match the experience levels of the coders you are working with.
- Did coders use a variety of block types in their algorithms and can they explain how they work together for specific purposes?
- Did coders include descriptive comments for each event in all of their sprites?
- Can coders explain how they used broadcast blocks or more blocks as functions to make their code more organized and easier to read (modularity)?
- Can coders explain how their project is similar to their storyboard?
- Did coders create an animated joke with at least ## different jokes?
- Choose a number appropriate for the coders you work with and the amount of time available.
Formative (Assessment for Learning)
The 1-on-1 facilitating during each project is a form of formative assessment because the primary role of the facilitator is to ask questions to guide understanding; storyboarding can be another form of formative assessment.
For example, ask the following while coders are working on a project:
- What are three different ways you could change that sprite’s algorithm?
- What happens if we change the order of these blocks?
- What could you add or change to this code and what do you think would happen?
- How might you use code like this in everyday life?
- See the suggested questions throughout the lesson and the assessment examples for more questions.
Ipsative (Assessment as Learning)
The reflection and sharing section at the end of each lesson can be a form of ipsative assessment when coders are encouraged to reflect on both current and prior understandings of concepts and practices.
For example, ask the following after a project:
- How is this project similar or different from previous projects?
- What new code or tools were you able to add to this project that you haven’t used before?
- How can you use what you learned today in future projects?
- What questions do you have about coding that you could explore next time?
- See the reflection questions at the end for more suggestions.