There's a Monster Under My Bed
Experience: 1st year, 3rd quarter
Practice: Creating computational artifacts, Testing and refining computational artifacts, and Communicating about computing
Concept: Algorithms, Control, and Program Development
Length: 60+
Overview and Purpose
Coders use a variety of blocks and sprites to create a short story about a monster under the bed (or in the closet). The purpose of this project is to apply previously learned concepts in a new context and to learn how to modify a backdrop to make it look like nighttime.
Preparation (20+ minutes)
Suggested preparation
Ensure all devices are plugged in for charging over night.
Customizing this project for your class (10+ minutes): Remix the project example to include your own short story about a monster under the bed or in the closet.
(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.
Resources for learning more
- BootUp ScratchJr Tips
- Videos and tips on ScratchJr from our YouTube channel
- BootUp Facilitation Tips
- Videos and tips on facilitating coding classes from our YouTube channel
- Block Descriptions
- A document that describes each of the blocks used in ScratchJr
- Interface Guide
- A reference guide that introduces the ScratchJr interface
- Paint Editor Guide
- A reference guide that introduces features in the paint editor
- Tips and Hints
- Learn even more tips and hints by the creators of the app
- Coding as another language (CAL)
- A set of curriculum units for K-2 using both ScratchJr and KIBO robotics
- ScratchJr in Scratch
- If you’re using ScratchJr in Scratch, this playlist provides helpful tips and resources
Getting Started (12+ 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 story about a monster hiding in a room (e.g., under the bed, in the closet, in a dresser, etc.). Display and demonstrate the sample project (or your own remixed version).
A note on say blocks: If you are displaying a sample project with say blocks, it might help to read the text out loud using various voices for each sprite as it is displayed. This strategy might help early/pre-readers, as well as young coders who are new to learning English. In addition, when young coders begin working on their own project, you can encourage them to use speech-to-text or emojis in their own say blocks instead of typing out words (or use recorded sound blocks).
Resources, suggestions, and connections
Practices reinforced:
- Communicating about computing
Video: Project Preview (0:58)
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, it might help to set a time limit for exploration before discussing the project.
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. Review and discuss (10+ minutes):
Have coders review their prior projects that were stories in ScratchJr (e.g., Look both ways, Race to the finish, I’m sooo hungry, and Knock, knock). Ask them to compare how they used code in their own projects with a neighbor’s project.
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 ScratchJr?
- 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 story with a monster hiding in a room?
- What kind of code might they have?
Project Work (55+ minutes; 2+ classes)
Suggested sequence
3. Create a storyboard (10+ minutes):
Either hand out paper with at least four different quadrants (one for each page in ScratchJr), use handheld whiteboards, or use a painting app on a device to encourage coders to storyboard what they are going to create. It may help to model this process with a separate set of random ideas.
Encourage coders to draw or write out not only the kinds of sprites and backgrounds they’re going to use, but the kind of code that will accompany them.
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 step (creating); 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.
Resources, suggestions, and connections
Standards reinforced:
- 1A-AP-12 Develop plans that describe a program’s sequence of events, goals, and expected outcomes
Practices reinforced:
- Creating computational artifacts
Concept reinforced:
- Program development
Resource: Example storyboard templates
Suggested storyboard questions:
- Where will the monster be hiding in your story?
- For example, in the closet, under the bed, in the dresser, under the table, outside, etc.?
- Who is going to notice the monster?
- How will they respond to the monster?
- For example, are they afraid, courageous, think the monster is funny, etc.?
- How will the monster respond to the other sprite?
- Will the monster be afraid, happy, sad, mean, etc.?
- How will they respond to the monster?
- What will happen in your story?
- What blocks will you use for each part of your story?
- What are all of the ways we can interact with the story?
- In each of these ways we can interact with the story, how might we use code to create that interaction?
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.
Note: This process may take significantly longer than 10 minutes if storyboarding many different sprites and pages (not recommended until the end of the first year).
4. Make a backdrop look like night time (15+ minutes):
3+ minute unplugged demonstration
Ask everyone to look at an object in the room when the lights are on and share with a neighbor the colors they notice. Dim the lights and ask neighbors to discuss how the colors changed. Turn the lights off and repeat the sharing. Note: You may need to repeat these steps a couple of times for younger kids.
Discuss as a class what happens to the colors when the lights turn low or off. Point out the colors get darker, but they don’t change to a drastically different color (e.g., something that is purple doesn’t become neon yellow); however, some objects, such as emergency exit signs will light up. Transition into displaying ScratchJr to the class.
4+ minute ScratchJr demonstration
Pull up a backdrop you want to change to make it look like it’s nighttime; for example. Ask the class what we need to change in the picture to make it look like the lights are off (make the colors a shade or two darker). Use the paint bucket tool on the right to demonstrate how to change the room to look like it’s in the evening; for example.
Once the backdrop is at the preferred level of darkness, use the scissors to remove an object from the room that the monster is going to hide in. For example, remove the bed with the scissors, then add a sprite to the room that replaces the bed. Explain to the class we want to make the hiding monster a sprite so we can use blocks to control it.
8+ minute application and 1-on-1 facilitating
Encourage coders to try something similar with their backdrops. Facilitate by walking around and asking questions about how coders might change their backdrops to look like it’s in the evening.
Practices reinforced:
- Testing and refining computational artifacts
- Creating computational artifacts
Facilitation suggestion: It works best with younger kids to warn them in advance you are going to turn off the lights before actually turning them off. Some kids are genuinely afraid of the dark and others just want an excuse to scream loudly.
Facilitation suggestion: You can engage the class in the background editing process by pointing to a color in the backdrop and asking the class to point to the color they think it should change to or by having them follow along with their own devices.
5. Create a short story about a monster hiding in a room (30+ minutes):
Ask coders to create their short story using their storyboard. Facilitate by walking around and asking questions and encouraging coders to try out new blocks.
Standards reinforced:
- 1A-AP-10 Develop programs with sequences and simple loops, to express ideas or address a problem
Practices reinforced:
- Testing and refining computational artifacts
- Creating computational artifacts
Concepts reinforced:
- Algorithms
- Control
Suggested questions:
- What sounds might a monster make when hiding?
- What sounds might the monster make when discovered by another sprite?
- What other sprites might we include in your short story?
Assessment
Standards reinforced:
- 1A-AP-15 Using correct terminology, describe steps taken and choices made during the iterative process of program development
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?
- Can coders explain how their project is similar to their storyboard?
- Can coders explain how they edited their backdrop and how they might edit some of the other premade backdrops?
- Did coders create a story about a monster under the bed (or in the closet) with at least ## different 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.