Year 6 Programming with Scratch (Teacher notes)

Progression of skills in this pack
1. Program inputs, conditions, random variables for unpredictability, game timer.
2. Program inputs, conditions, sensing, random variables, operators for direction and data variables for scoring.
3. Use inputs, conditions, loops, sensing, costume changes and broadcasts.
4. Work with multiple sprites to send broadcast messages between them.

⏱ 3-4 hours 

👨‍🏫 Teacher Input
The free online Scratch editor is one of the most popular platforms in education to teach programming. If your pupils have completed all of the activity packs from our years 3-5 Scratch packs then they should have the independence to work through the three packs below, using the video tutorials to build their skills.  

🛠 What will pupils and teachers need?
Access to the Scratch website
The Scratch Pupil Activity Packs (details below).
The Scratch Tips and Tricks posters plus display below provide excellent prompts for the pupils.

✅ Assessment
You can also request a Scratch Teacher account here; the teacher account allows you to create pupil logins and then see the projects that the pupils create, helping with assessment. You can create pupil logins for each of your pupils or it may be easier to create one that all pupils share – if so pupils will need to name their project in order to differentiate it from each others.  
Pupils will need to share their projects from their login (see image below) to enable teachers to see them on your teacher account.  

​The video below describes how to create individual or shared pupil logins, change the password, name and share projects and see the projects pupils create.

Use the downloadable assessment grid below to record what each pupil has achieved. Next to each objective we have put the Scratch pupil activity pack that the objective/skill is covered in.

📝 Other resources
Below is a downloadable and printable activity sheet/cards that can be used to assess pupil understanding of the vocabulary and application of the skills, either individually or as a group task/extension task.  

Pupil Activity 1. Program inputs, conditions, random variables for unpredictability, game timer.
Pupil Activity Code: 2A19 – What is it?
Scratch Space Invaders Pupil Activity Pack  

Pupils can learn to program a space invaders style game using:
– Keyboard inputs for control
– Conditions for interaction and game-play
– Random variables for unpredictability 
​- Game timer

​Pupils can also adapt the game into a Dodgeball-style game using the skills from this activity.

Pupil Activity 2. Program inputs, conditions, sensing, random variables, operators for direction and data variables for scoring.  
Scratch Tennis Pupil Activity Pack
Pupil Activity Code: 541A – What is it?

Pupils can learn to program a tennis-style game in Scratch using:
– Keyboard inputs for control
– Conditions for interaction and game-play, including sensing.
– Random variables for unpredictability, 
including operators for direction. ​ 
​- Use data variables for scoring.

Pupil Activity 3. Use inputs, conditions, loops, sensing, costume changes and broadcasts.
Pupil Activity Code: 8A1A – What is it?
Scratch Paint Pupil Activity Pack >

Pupils can learn to program a phone or tablet simulator using:
– Mouse inputs and loops.
– Pen commands and costume changes.
– Conditions with sensing.
​- Broadcast commands.

Pupil Activity 4. Work with multiple sprites to send broadcast messages between them.
Pupil Activity Code: 22A1 – What is it?
Scratch Phone/tablet Pupil Activity Pack >

Pupils can learn to program phone or tablet simulator using:
– Click or touch inputs
– Message commands
– Show and hide sprites
​- Costume changes

The tutorials show how to program one app icon and app screen, which pupils can then develop further independently. 
Can be linked with the Year 6 Graphic Design Pack to design the app icons for the sprites.