Random Sprite Challenge
Experience: 1st year, 4th quarter
Practice: Recognizing and defining computational problems, Creating computational artifacts, Testing and refining computational artifacts, and Communicating about computing
Concept: Algorithms, Control, Modularity, and Program Development
Length: 80+
Overview and Purpose
Coders create a randomly generate sprite and then review how to add costumes to a sprite to simulate lifelike movements or animations in a scene or short story. The purpose of this project is to learn how to better simulate motion/animations of a newly created sprite.
Preparation (20+ minutes)
Suggested preparation
Customizing this project for your class (10+ minutes): Remix the project example to include your own parts of an animal, insect, monster, etc.
(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 (10-15+ 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 simulate motion (or an animation) for a randomly generated sprite and then create a dance, story, or game with that sprite.
Resources, suggestions, and connections
Practices reinforced:
- Communicating about computing
Video: Project Preview (0:40)
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 (7+ minutes):
Display and demonstrate the challenge project (or your own remixed version). Quickly draw a sprite (use vector mode) with the randomly generated body parts. Have coders talk with each other about how what kind of project they might create with the randomly generated sprite. Indicate that each coder will run the random sprite generator on their own, so we should all end up with different sprites.
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 kind of project could we create with this randomly generated sprite?
- What kind of blocks might we use to animate this sprite?
- What kind of costumes would the sprite have?
- How would the sprite move?
- What kind of code would we use to simulate this movement?
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 (70-75+ minutes; 2+ classes)
Suggested sequence
4. Create a random sprite (15+ minutes)
5+ minute review and demonstration
Review the various vector tools in Scratch (see this video) to create a new sprite. Have everyone open up a second tab/window and navigate to the Random Sprite Challenge. Ask coders to click the green flag and then the backdrop, draw the sprite in vector mode in their own project, and then give the sprite a name.
9+ minute drawing
Give coders time to create randomly generated sprite. Encourage peer-to-peer assistance and facilitate 1-on-1 as needed. If coders finish their costumes early, encourage them to begin working on their storyboard.
Resources, suggestions, and connections
Standards reinforced:
- 1B-AP-12 Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features
- 1B-AP-13 Use an iterative process to plan the development of a program by including others' perspectives and considering user preferences.
Practices reinforced:
- Creating computational artifacts
- Recognizing and defining computational problems
- Testing and refining computational artifacts
Concepts reinforced:
- Program development
Video: Create a random sprite (1:39)
Quick Reference Guide: Click here
Video: Image editor: Vector mode (5:00)
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 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 kind of project are you going to create?
- A dance?
- A game?
- A story?
- Something else?
- What kind of animations will your randomly generated sprite have?
- What other sprites and backdrops will you include in your project?
- What will each of these sprites do?
- What algorithms can you create to do that?
- Will users be able to interact with your project?
- If so, how?
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 story); otherwise they can continue to think through and work on their storyboard.
Note: Coders may change their mind midway through a project and wish to rethink through their original storyboard. This is part of the design process and it is encouraged they revise their storyboard to reflect their new ideas.
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
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.
6. Create a dance, story, or game (45+ minutes)
Give coders time to animate their dance, game, or short story and ask coders to use My Blocks or message blocks to create functions for each motion or animation for each of their sprites. Encourage peer-to-peer assistance and facilitate 1-on-1 as needed. When necessary, provide friendly reminders that the more costumes there are with small motions, the smoother the animations might appear.
Note: Coders will spend a good amount of time creating several costume variations, so expect to see the image editor up on the screen for much of the class.
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:
- Creating computational artifacts
- Recognizing and defining computational problems
- Testing and refining computational artifacts
Concepts reinforced:
- Modularity
Video: Create a dance, story, or game (1:33)
Quick Reference Guide: Click here
Video: Create costumes for animations (4:22)
Quick Reference Guide: Click here
Video: Image editor: Vector mode (5:00)
Video: Animated gif (2:38)
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.
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 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 My 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 at least ## randomly generated sprites 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.