Music Player
Experience: 1st year, 3rd quarter
Practice: Creating computational artifacts, Testing and refining computational artifacts, and Communicating about computing
Concept: Algorithms, Control, Modularity, and Variables
Length: 90+
Overview and Purpose
Coders combine their previous understandings of creating interactive buttons to create a music player with multiple buttons. The purpose of this project is to reinforce understandings of modularity by combining previous understandings within a new context.
Preparation (20+ minutes)
Suggested preparation
Customizing this project for your class (10+ minutes): Remix the project example to include your own music player app.
(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 create a music player app. Display and demonstrate the sample project (or your own remixed version).
Resources, suggestions, and connections
Practices reinforced:
- Communicating about computing
Video: Project Preview (0:55)
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 music apps they use. Ask some of the following questions to guide a discussion: How can users interact with music apps? What kinds of features do their apps have? How might we recreate those features using code in Scratch?
After the discussion, coders will begin working on their project as a class, in small groups, or at their own pace.
Standards reinforced:
- 1B-AP-11 Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
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 sprites might we see in a music app?
- What kind of code might they have?
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 (90+ minutes; 2+ classes)
Suggested sequence
4. Add music and backdrops (10+ minutes):
2 minute demonstration
Review how to add music to the Stage, then explain we want to add a backdrop for each one of our songs. Demonstrate by adding in at least three music loops and backdrops. Review or introduce how to add text to each backdrop to display the song name somewhere on the backdrop.
8+ minute coding time and 1-on-1 facilitating
Give coders time to add in several music loops and backdrops to their Stage. Encourage peer-to-peer assistance and facilitate 1-on-1 as needed. Remind coders to have one backdrop for every song selected, because we will use the backdrops to trigger each song.
Resources, suggestions, and connections
Practices reinforced:
- Testing and refining computational artifacts
- Creating computational artifacts
Video: Add music and backdrops (1:53)
Quick reference guide: Click here
Suggested questions:
- How does each backdrop match the music loops you’ve chosen?
- How can you let the user know what song they are listening to?
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.
5. Create a play and stop toggle (15+ minutes)
1+ minute review and explanation
Review how to create a custom button by having coders talk with a neighbor about how they used buttons in previous projects (use the resources on the right for review if needed).
Explain that we’re going to make a button that does two things instead of one. A button that switches between two states is called a toggle button. We want to toggle between turning our music player on and off with a single button.
2+ minute button creation
Give coders a couple of minutes to create a button that has two costumes: a “play” costume and a “stop” costume. Remind coders to name the costumes appropriately.
2-3+ minutes per step
Using the video or quick reference guide as a reference, demonstrate how to create a play and stop function for the Stage, program the new toggle button (with or without a boolean variable), and create a reset function.
Note: Although boolean variables are useful, they are not required to get this music player to work. However, they do make the program easier to understand at a glance, and could be used in more complicated music players. For example, functions that only trigger in other sprites (or the stage) if the music is playing.
Standards reinforced:
- 1B-AP-09 Create programs that use variables to store and modify data.
- 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:
- Communicating about computing
- Testing and refining computational artifacts
- Creating computational artifacts
Concepts reinforced:
- Algorithms
- Control
- Modularity
- Variables
Review Video: Create custom buttons (2:03)
Quick reference guide: Click here
Review Video: Code your buttons (2:41)
Quick reference guide: Click here
Video: Create a play and stop toggle (6:12)
Quick reference guide: Click here
Suggested questions:
- How can you change the appearance of your toggle button so a user knows if the music is playing just by looking at the button?
- What other buttons use a toggle?
- How might we randomize or reset buttons?
Potential unplugged lesson: You could engage in a discussion or lesson on conditionals (if/else statements) by working through one of the unplugged lessons on conditionals; for example, Conditionals with Cards.
6. Create next and previous song buttons (15+ minutes)
5+ minute reverse engineering
Display how the next and previous song buttons work in the example project. Ask coders if they can figure out how to create their own buttons. Facilitate by walking around and asking guiding questions.
3+ minute button creation
Using the video or quick reference guide as a reference, demonstrate how to create a next and previous song button with appropriate functions. Make sure to call the “Next song” function when the “Play” function ends, so the music cycles to the next song when completed. (note: if coders use start sound blocks in the “Play” function and not play sound until done, it will create a recursive loop that repeatedly switches and plays each song)
4+ minute application and exploration
Encourage coders to try something similar, and leave your code up on display while they work. Facilitate by walking around and asking questions about how coders might change their code so it’s not the same as yours.
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:
- Communicating about computing
- Testing and refining computational artifacts
- Creating computational artifacts
Concepts reinforced:
- Algorithms
- Control
- Modularity
Video: Create next and previous song buttons (3:45)
Quick reference guide: Click here
Alternative suggestion: If reverse engineering is too difficult for the coders you work with, you could display the source code and have coders predict what will happen.
Suggested questions:
- If our song numer is the backdrop number, how do we switch songs? (changing the backdrop number and triggering the “Play” function again)
- Are these buttons toggle buttons? (no)
- Why wouldn’t we want to make them toggle buttons? (Because we might want to skip several songs instead of switching between two songs back and forth)
- How could you make the music stop when it finishes the final song? (We could use a “if” block to only broadcast the “next song” if it’s not on the last song; this example has ten songs)
7. Indicate a button is pressed - review or reverse engineering (10+ minutes):
If you’ve already introduced the following concept, simply spend a few minutes asking coders how they might use the concept in each of their projects. Otherwise, I suggest the following process for introducing how to do the following in a project.
1+ minute intro demonstration
Review the following example:
- Video: Indicate a button is pressed (2:55)
4+ minute reverse engineering and peer-to-peer coaching
Ask coders to see if they can figure out how to use 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.
1+ minute explanation demonstration
If coders figured out how to get their sprite to do something similar, have them document in their journal, share with a partner, or have a volunteer show the class their code and thought processes that led to the code. Otherwise, reveal the code, walk through each step of the algorithm, and explain any new blocks.
4+ minute application and exploration
Encourage coders to try something similar, and leave your code up on display while they work. Facilitate by walking around and asking questions about how coders might change their code so it’s not the same as yours.
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
- 1B-AP-15 Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended
Practices reinforced:
- Communicating about computing
- Testing and refining computational artifact
- Creating computational artifacts
- Fostering an inclusive computing culture
Concepts reinforced:
- Algorithms
- Control
Video: Suggestions for reverse engineering (4:25)
Alternative suggestion: If reverse engineering is too difficult for the coders you work with, you could display the source code and have coders predict what will happen.
Suggested guiding questions:
- What kind of blocks do you think you might need to do something like that?
- Do you see a pattern where we might use a repeat?
- If so, what kind of repeat?
- When combining ideas, what happens if you use multiple event blocks in the same sprite? (Note: this concept is referred to as parallel computing)
- What are the benefits/drawbacks of using multiple event blocks?
Potential discussion: There is not always one way to recreate something with code, so coders may come up with alternative solutions to your own code. When this occurs, it can open up an interesting discussion or journal reflection on the affordances and constraints of such code.
Suggested application and exploration questions:
- What other code blocks could you use?
- What other sprites might use similar code?
- What other code could we add to this project?
8. Add more functionality to the music player app (40+ minutes):
40+ minute coding time and 1-on-1 facilitating
Give coders time to add more functionality and customize their music player. 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
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.
9. 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 each of the buttons works together to create a music player?
- Can coders explain the difference between the code for a toggle button and a regular button?
- Can they explain when to use one of the other? For example, using a toggle to switch between two states (e.g., on and off), but using a button to do one action (e.g., next song).
- Did coders create a music player with at at least ## different interactive buttons with different algorithms?
- 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.