Year 2 Scratch Jr Teacher Notes

Progression of skills in this pack
Use code blocks to:
Program movements – activity 1
Program outputs for audio or text – activity 1
Find errors in a program – debug task in activity 1

Program Inputs (touch or clicking) – activity 2 and 3
Program selection/conditions (if one sprite hits another) – activity 3

📝 National Curriculum Content
Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
Create and debug simple programs.
Use logical reasoning to predict the behaviour of simple programs.

⏱ 3-4 hours

🛠 What resources will teachers and pupils need?
Pupils will need access to the free Scratch Jr which is available for iPad, Chrome via Chromebook and Android.
Scratch Jr also works on Windows and Mac as a 3rd party piece of software.
Unplugged activity sheets (See below)
A simple story to re-tell. The first pupil activity pack below uses the Gruffalo but it could be adapted to other stories.
Pupils will also need access to the two pupil activity packs outlined below.

Introduction 
These activities could be used in Key Stage 1 (ages 5-7) or early Key Stage 2 (ages 7-9) as Scratch Jr is a nice way to move from the guided coding activities we covered in our Key Stage 1 Programming Activity Pack to a more open platform where pupils can experiment with different code blocks. It works as an introduction to our Scratch Activity Pack.

👨‍🏫Teacher Input
You could start by looking at the first couple of video tutorials in the first pupil activity pack below and also the Code Block posters, discussing the different parts of the screen and tools. It is a good idea for pupils to be shown the video tutorials from the pupil activity packs outlined below before they start each task.

🚦 Differentiation
Activity pack 1 below can be used as an introduction to Scratch and activity 2 (inputs) is divided into 3 activities (the plants activity has fewer steps than the quiz activity and the jumping activity can be used by pupils to extend their own project and their prompts to do this). Activity 3 is more for next steps and introduces Key Stage 2 vocabulary, including selection. Less able pupils can also use the unplugged activities below to help with understanding the uses of the code blocks.    

 📝Unplugged Activities
Below are two activities that can be downloaded and printed out. The first is a series of programs that pupils need to cut out the code blocks on the second sheet and make the program. You can familiarise yourself with the code blocks here. 

The second unplugged activity is larger code blocks that can be cut out. You could do this as a whole class activity by having the grid (2nd page) on your whiteboard and asking the pupils to sequence the code blocks to get to a specific place. Try to prompt the pupils to start their program with the green flag and then pretend to tap on the green flag in the corner of the grid to start the program. This activity could also be done in pairs where one pupil sequences the code blocks and other moves the cat on the grid to match the program.

Pupil Activity Pack 1 – Movement, text and audio outputs
Pupil Activity Code: 
SQF4 – What is it?
The Scratch Jr Pupil Activity Pack is an introduction to Scratch Jr. It guides pupils through programming a simple animation using movement, text and audio outputs plus scene changing code blocks. Once pupils have completed the tasks in the video tutorials, pupils could continue their story into different scenes.   
The final activity is about debugging and pupils need to correct errors in the program file. Teachers can share the file to be opened by pupils in Scratch Jr or pupils can download it themselves as the file appears in the first pupil activity pack.

Pupil Activity Pack 2A – Inputs (Starter)
Pupil Activity Code: STX7 – What is it?
The Scratch Plants Activity Pack introduces inputs to pupils by using code blocks that mean something will happen when a sprite is touched or clicked. Pupils can program a flower sprite to receive messages from a sun and cloud sprite, which will make the flower grow when it touched. There is a challenge for pupils to program the flower to get smaller when another sprite is touched or clicked, such as an animal.

Pupil Activity Pack 2B – Jumping 
Pupil Activity Code: SJJ3 – What is it?
The Scratch Jumping Pupil Activity can be used to develop the inputs skills and pupils are also challenged to improve the game. 

Pupil Activity Pack 2C – Inputs (Develop)
Pupil Activity Code: SQR3 – What is it?
The Scratch Quiz Pupil Activity Pack develop pupils programming of touch or click inputs and has a few more steps than the plans activity. Pupils can make their quiz on different things but the pack demonstrates how to make a simple maths quiz. The challenge video demonstrates how pupils can move their quiz onto a new question.

Pupil Activity Pack 3
Pupil Activity Code: SPQ4 – What is it?
The Scratch Jr Space Pupil Activity Pack develops ideas into programming a very simple game using arrow sprites that can be used as inputs (touching a screen, mouse or keys to control a computer) and selection/conditions (if one sprite hits another something will happen – this leads into the Key Stage 2 curriculum). It demonstrates how to use arrow sprites to send messages to a rocket sprite to move it in one direction. Pupils then have to use this skill to program the other arrows, moving the rocket in different directions by sending different coloured messages.

It also challenges the pupils to continue their game by adding scenes (levels). 

✅ Assessment
This video demonstrates how pupils (or teachers) can save and share their Scratch Jr projects and how they can be opened. This video demonstrates the iPad but the scenario is similar on Chromebook and Android.

🏅Certificates

Below is a certificate of completion for pupils that can be edited in Microsoft Word and printed. This could be awarded if you feel pupils have demonstrated the skills taught in the activities.