LESSON PLAN: Using Scratch Programming


This week we were asked to develop a lesson plan, incorporating the use of one of the programs we have used. The lesson plan below uses the Scratch the program to create and illustrate a unique ending to a story.

Creative Writing and Illustration
Time: 2 x 45 minute lessons Learning area(s): English Literacy and Digital Technologies Year: 6
Learning objectives To develop English literacy and original concepts by creating a unique ending to the story that was read in class. To build visual programming skills using digital technology.
Curriculum links Creating Literature: Create literary texts that adapt or combine aspects of texts students have experienced in innovative ways (ACELT1618). Digital Technologies processes and production skills: Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input (ACTDIP020).
Prior knowledge The teacher has read students a story, and so now the students know the entire story they can change the ending. They have previous experience with creative writing, and can be expected to adapt an original ending to the story. Students have used Scratch, and well versed in how to use this program to create animations and texts.
Resources Scratch program, laptop and story book
Introduction I will read a story to the whole class and then explain that I would like student’s to work individually to write a new ending to the story. Once they have written the story, I would like them to use Scratch to illustrate their story, by adding in some animation and text. Students will be asked to start by writing a short ending to the story, then starting on their animations.
Body of the lesson Students will be required to pay attention to the story, so that once the teacher has finished reading it, they can adapt their own ending. Students will be encouraged to use a variety of characters found from Google searches and Scratch. There will need to be speech bubbles, indicating conversation between characters, as well as a separate story line.My role is to read to the students and facilitate in any programming problems they may encounter. I will have practiced Scratch programming and will be able to answer questions they may have about using the tool. However, students will be encouraged to Google for answers themselves before asking the teacher for assistance. Searching for their own answers, students will develop self-regulated learning.
Concluding the lesson The students showing their presentations to the whole class via the Smartboard will conclude the lesson.
Evaluation/Follow up The lesson will be a success if students manage to create original ideas, using correct literacy and programming skills. If the adapted story ending is coherent with correct spelling. Also, if the final Scratch story ending animation is void of any glitches.

As a side note, I used the COOLTEXT website to create the logo “Lesson Plan”.


ACARA Australian Curriculum, Assessment and Reporting Authority. (n.d.). The Australian Curriculum: English. Retrieved from http://www.australiancurriculum.edu.au/Year6#subject=E

ACARA Australian Curriculum, Assessment and Reporting Authority. (n.d.). The Australian Curriculum: Digital Technologies. Retrieved from http://www.australiancurriculum.edu.au/Year6#subject=DI


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