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Scratch Programming Plan

"How to teach primary programming using Scratch", teacher book and student workbooks, available on Amazon via the picture links below. Find out more here.
You can now purchase all the pupil books in one PDF download to print as many as you like within your school.

Teacher Book

Workbook 1

Workbook 2

Workbook 3

Workbook 4

Introductory

Magic Carpet
This introductory module is designed for lower KS2 (7-9) pupils. Similar to the Smoking Car and Travel Europe modules so only do one of them. It draws out formative assessment opportunities in much more depth and includes a better method of decomposing. Written for both Scratch 1.4 & Scratch 2.0.
Pupils decompose a game and then create their version of it.
Planning is here
I welcome comments or suggestions for improvements via my twitter stream Direct Message @baggiepr or email me.
(Y3)(3 Sessions)

Smoking Car
This is a simple program. It links keyboard inputs to directions, movement and other simple game functions.
The final challenge is to create a sequence of movement that will move
the car from start to finish.
Detailed planning here including catch-up and extension cards.
(Y3)(2-3 sessions) Most up to date version in book

Music Machine
This program asks pupils to create simple screen buttons and then link
sounds to each button. Pupils use a mouse input to control the program building on their understanding in the Smoking Car module. Simple repeat x times loops are met for the first time. More able pupils can
use loops inside loops and multiple coding blocks to mix sound.
Planning including catch-up and extension cards is here.
(Y3)(2-4 sessions) Most up to date version in book

Dressing Up Program
This is a very simple program that I now use to start pupils programming in Year 3, however it could easily be used in KS1. Pupils design a simple dressing up game that changes what the sprite is wearing when you click on him or her.
I have detailed planning including support cards here.
(Y3)(2-3 sessions) Most up to date version in book

Conversation
This module was re-written to include problem solving skills, algorithmic thinking and formative assessment. It was revised after my Scratch book and replaces the book version. It is designed for lower KS2 (7-9) and could be completed in 2-3 hours depending on the complexity of the writing assignment. I welcome comments or suggestions for improvements via my twitter stream Direct Message @baggiepr or email me. Planning

Exploring Right Angles
This module was written to include problem solving skills, algorithmic thinking, algorithmic evaluation and formative assessment. It is designed for lower KS2 (7-9) and can be completed in three hours. I welcome comments or suggestions for improvements via my twitter stream Direct Message @baggiepr or email me. Planning

Maths Quiz
Pupils create a maths quiz. They use selection to determine if the answer is right or wrong and a variable to hold the score. They can also extend the quiz into changing the background if the answer is right or wrong through the broadcast command. After the maths quiz it is a good idea to get pupils to create a quiz of there own choosing. This gives pupils the chance to re-use and adapt code. Pupils will often ask their users to type complicated answers and then wonder why their users get questions wrong. This is a good chance to talk about simplifying choices to avoid spelling issues (y=yes n=no or 1=London 2=Edinburgh) unless your quiz is a spelling quiz. The planning is here.
(Y4) Most up to date version in book

Slug Trail Game
This is my most simple gaming planning. Helping pupils to bridge the gap between action programming and more complex game ideas such as forever loops and conditional selection.
Full planning here
(Y4)(2-3 sessions) Most up to date version in book

Selection Investigation
A great module to use after the slug trail and quiz in Y4 before the
assessment activity. Pupils use skill of generalisation (adapting a
solution that solved one thing to solve another) to investigate how
many uses of selection they can find when touching a colour.
Planning Here
(Y4-5) (1-2 sessions) Most up to date version in book

Y4 Creative Assessment Opportunity
Pupils need to have completed the majority of the introductory programming modules before completing this module. Planning here.
(Y4) (2 sessions) Not included in the book

Gaming

Crab Maze
This is the game I used to start with until I found out that KS2 pupils needed a more gradual introduction to programming in Scratch. There is a PDF version available along with catch-up cards and success criteria here. Some pupils go on to create multiple levels and a coin scoring system which is included in the planning. Before sharing these I ask pupils what they would like to add and give pupils time to think through ideas/adaptations of their own however I tend to cover this in more detail in my primary games maker modules.
(Y4-6)(2-4 sessions) Most up to date version in book

Primary Games Maker
As a class we choose a gaming genre. I show pupils a working model of most basic game. Pupils get together in small groups to decide how they will extend and adapt the basic idea. Pupils then move on to using an A3 Decompose planner. Full planning and resources here. There is enough planning for three modules here a platform game, flappy bird mod and a snail trail.
(Y5-6)(3-4 sessions per game) Most up to date version in book

Maths

Perimeter Program
Calculate perimeter of regular 2D shapes. Pupils then learn how to make a menu system so that the user can choose which type of shape they wish the perimeter to be calculated for.
Planning, extension and catch up cards hereRewritten to include algorithmic thinking, generalisation and
evaluation
(Y4-6)(2 sessions) Most up to date version in book

Counting Machine
Pupils follow a flowchart design to program a variable that changes within a loop. They then adapt the loop to make it count in 2s, backwards in halves etc. The planning then splits and they could make the program count into a loop or design a count down timer for their teacher.
Planning is here.
(Y5-6)(2 sessions) Most up to date version in book

Times Tables Game
Create a times tables game where users click on the correct number sprite to increase their score. Pupils choose a table that they are learning to increase their own tables knowledge. Why not upload there creations to the Scratch website and link on your school website to help other students learn their tables. Planning and resources here.
Rewritten to include decomposition.
(Y5-6)(2-3 sessions) Most up to date version in book

Plan and Create a Clock
In this module pupils
1, start by thinking through clock patterns such as how the seconds go through a 60 second loop before resetting to zero and moving the minutes on.
2, Complete the final few blocks of a clock operation flow diagram
3, Match Scratch blocks with the flow diagramming blocks.
4, Program the clock in Scratch using the annotated flow chart to help them.
Planning is here.
(Y5-6)(2-3 sessions) Most up to date version in book

Coin Program
Investigating less than, greater than and equals to culminating in building a machine to calculate the most efficient change to give for any given number of pennies. A flowchart is used to help pupils think through what us happening before programming. Planning is here. Rewritten to include pattern spotting
(Y5-6)(2-3 sessions) Most up to date version in book

Cartesian Coordinates
A simple lesson that introduces x and y values and uses them to draw a range of shapes in the 1st Quadrant culminating in pupils reflecting shapes into the 2nd, 3rd and 4th quadrants.
Planning and resources here.
(Y5-6)(1-3 sessions) Most up to date version in book

Cartesian Coordinate Translation, Enlargement
& 1/4 Turn Rotation
The program could be downloaded and used as part of a Maths lesson to
help pupils explore how coordinates can be translated, enlarged or
rotated. It could also be used by more able Maths and computing science pupils as a project to
decompose and build themselves. Or the source code could be examined to find ways to randomise the initial shape.
Planning and resources are here
(Y6) (1-3 Sessions) Most up to date version in book

Investigate the properties of regular 2D shapes
Create the simple program by following differentiated pseudo code (code written in English) then use the program to investigate the properties regular 2D shapes. Planning & resources here. The complexity here is the use of pseudocode which is why I only recommend this to Y6
(Y6)(1-2 sessions) Not included in the book

Odd Even
This module investigates the properties of odd and even numbers through looking at their remainders when divided by 2. This knowledge is then used to create a program that randomly chooses a number and then asks the user if it is odd or even. A point is given if they select the right choice. This planning includes a pupil booklet so pupils can work at their own pace.
Planning is Here
(Y5-6)(2-3 sessions) Not included in the book
Algebra Inverse
New planning added June 2016 Algebra Inverse is a self generating quiz program that tests pupils knowledge of solving simple algebra expressions through using the inverse operation. Teachers work with pupils to understand how a human might write this program as an algorithm. Pupils then convert the algorithm into code. The project is designed for Year 6 pupils or KS3. Planning is here.
(Y6 or KS3) (3-4 sessions) Written after the book

Lego Wedo

Toilet Fan
Pupils design their own Lego Wedo fan with distance sensor to remove nasty smells. They then program it in Scratch in an increasing level of challenges. Planning is here.
(Y5-6)(2 sessions but best done in one long session 1 & 1/2 to 2 hours)
Most up to date version in book Car Park Barrier
Build a car park barrier using Lego Wedo (Box 9580) and them program it using Scratch 1.4. This is a great module to do after the toilet fan module. You could also spend more time building the model and incorporate some form of gearing to help the barrier move more smoothly but this might need more lego than is in the box. Planning is here
(Y5-6)(2 sessions but best done in one long session 1 & 1/2 to 2 hours)
Most up to date version in book

General

Random Word
Combine letters, words and phrases to create all sorts of random words, phrases and sentences. There are lots of literacy or fun possibilities with this idea.
Planning Here
(Y5-6)(1+ session) Most up to date version in book

Music as Code
Turn music into an algorithm and then into code by using abstraction.
Planning is here
(bottom plan)
(Y5-6) (1-2 sessions) Most up to date version in book

Music score to code
Turn a music score (algorithm) into a Scratch program
Planning is here (top
plan)
Y4-6) (1-2 sessions) Most up to date version in book

Experimental

Here are some older planning ideas for you to consider here. but please consider adapting them to include computational thinking and problem solving before using them as they are.

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Scratch Programming Plan "How to teach primary programming using Scratch", teacher book and student workbooks, available on Amazon via the picture links below. Find out more here.You can now purchase all the pupil books in one PDF download to print as many as you like within your school.

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Code-it Gold is a new scheme of programming planning that provides multiple, research backed, methods of teaching the same module to help teachers develop a variety of different approaches and develop pupils agency. The Code-it Gold resources are free but if you need more training or inset then contact Phil Bagge via the contacts page.

Computer Science Overview & Schemes
Algorithmic Thinking (Best place to start ) 4th Generation (Educational theory behind this approach)
Gold Planning (Educational theory behind this latest approach)
Algorithmic knowledge (cards, sheets, role play activities, scaffolds etc)
Programming Progression Problem Solving attitudes & behaviours
CAS TV Interview Phil Bagge interviewed by Miles Berry
Where my planning could fit into your curriculum OLD
Sample KS2 Computing Plan (updated to include gold and 4th generation)
Sample KS1 Computing Science/IT Plan OLD
Computing Science Articles
Assessment and Progression
Assessment for learning computing graduated statements
Talk for Computing Assessment & Reflection

KS1 (4-7) Planning
KS1 Digital Device Planning (4 lessons)
KS1 Turtle (Bee-Bot or Roamer Too) Overview
Bee-bot/Blue-bot Reception to Y2 Detailed Scheme of work
Bee-Bot Y1 Kahoot Assessment
Bee-Bot Algorithm Cards
Bee-Bot Algorithm Cards2
Robot Mouse Algorithm Cards
Human Crane Algorithm
KS1 How Supermarket Works
KS1 How a Library Works
KS1 How a Bank Works
KS1 Scratch Jr Travel Planning
KS1 Scratch Jr Dance Planning
KS1 Scratch jr I am special Planning KS1 Scratch Jr Moving Game (Alt versions)
KS1 Scratch Jr My Story KS1 Scratch Jr Pathway
KS1 Scratch Jr Best Friends App (Alt Versions)
Technology Hunt Home & School

KS1 Turtle (Bee-Bot or Roamer Too) Overview
Bee-bot/Blue-bot Reception to Y2 Detailed Scheme of work
Bee-Bot Y1 Kahoot Assessment
Bee-Bot Algorithm Cards
Bee-Bot Algorithm Cards2
Robot Mouse Algorithm Cards
Human Crane Algorithm
KS1 How Supermarket Works
KS1 How a Library Works
KS1 How a Bank Works
KS1 Scratch Jr Travel Planning
KS1 Scratch Jr Dance Planning
KS1 Scratch jr I am special Planning KS1 Scratch Jr Moving Game (Alt versions)
KS1 Scratch Jr My Story KS1 Scratch Jr Pathway
KS1 Scratch Jr Best Friends App (Alt Versions)
Technology Hunt Home & School
Google App Script JavaScript LOGO Planning
Lower KS2 Logo Planning
Firework Program in MSW Logo Python Planning Y6 or KS3 Python Power

Python Dictionary
Pythoncode Poem Introduction
Pythoncode poem think sheet PDF
Video Explaining Logo Planning
Weather Map
The Usual Suspects
Beetle Blocks Planning
3D Shapes Planning
3D Bracelet Plan & Code Under Construction

Code-it Gold is a new scheme of programming planning that provides multiple, research backed, methods of teaching the same module to help teachers develop a variety of different approaches and develop pupils agency. The Code-it Gold resources are free but if you need more training or inset then contact Phil Bagge via the contacts page.

Scratch Planning
Code-it Gold Shape Planning (NEW)
Code-it Gold Scene Planning (NEW)
Code-it Gold Game Planning (NEW)
Animal Challenges (NEW)
Maths Quiz Part 1 (4th Generation Resource) Maths Quiz Part 2 Now it is personal (4th Generation Resource)
Adventure Game (4th Generation Resource) My Best Game Ever (4th Generation Resource)
Year 3 Scratch 2 Complete Plan
Captain Meow and the Rise of Repetition
Exploring Right Angles
Primary Scratch Plan
Three Roald Dahl Programming Ideas
Expanded Noun Phrase Plan (KS1)
Scratch Dressing up game
Scratch Smoking Car Plan
Scratch Magic Carpet
Scratch Travel Europe
Scratch plan your own simple game
Scratch Music Machine Plan
Scratch Action Planning Assessment
Scratch Conversation Re-Written
Scratch Slug Trail Plan
Scratch Random Word Plan
Scratch Maths Quiz Plan Re-Written
Scratch Selection Investigation Plan
Scratch Y4 Creative Assessment
Scratch Train Computer to do Maths
Scratch Conversation 2 (Broadcast)
Scratch Music Score
Scratch Music as code
Scratch Crab Maze Plan
Scratch Primary Games Maker
Scratch Counting Machine Plan
Scratch Plan & Build a Clock
Scratch Toilet Fan Lego Wedo Plan
Scratch Car Park Barrier Lego Wedo Plan
Scratch Tilt Switch Lego Wedo Plan
Scratch & Lego Wedo (V1 and v2) Baby Toy Plan
Scratch Coin Program Plan
Scratch Perimeter Plan
Scratch Investigate regular 2D shapes Plan
Scratch Tables Game Plan
Scratch Cartesian Coordinates Plan
Cartesian Coordinate Translation,
Enlargement & 1/4 Turn Rotation
Scratch Odd & Even Plan
Algebra Inverse Plan Train your computer to solve real maths challenges PDF
Fortune Telling using PRIMM
Scratch planning linked to year group
Scratch Progression
Video Explaining Scratch Plan
2D Shapes Lesson OLD
Exploring 2D Shapes & Patterns Sequence to Procedures
Job Picker Teacher Resource Created in Scratch

Unplugged Planning
Exchange Sort Investigation
Playground Games Flowchart Plan
Getting Up, Simple Algorithm Plan
Jam Sandwich Algorithm
New Jam Sandwich Algorithm (Now with more algorithm) Spelling Algorithms
Grammar Algorithms
Amazing Loops Maze Algorithm
Selection Algorithm Puzzle

Teaching Primary Programming with Scratch: Research-Informed Approaches

Introducing a range of research supported programming methodology that works in the classroom in a way that a non-specialist teachers can understand. Details here

Crumble Board Resources
Crumble Programming Progression
Programming Concepts Cards (Crumble)
Crumble Maker Cards
Crumble Gold Programming Plans Crumble Creations
Crumble Board Resources
Crumble Playground Resources
Easy Buggy (2 minute buggy build)
Crumble Traffic Light Planning
Crumble Buggy Planning
Crumble Code Planning
Crumble Fan Power Vehicle Planning
Crumble tech Supported athletics planning Crumble Robot Wars
Crumble Picture Lights Planning Physical Selection within a loop Physical Variables

Computing Science Resources
Python Dictionary for Kids
Variables Videos
Explaining Repeat Loops
Loops and nested loops PDF
Nested loops school year PDF
Explaining Python Repeat Loops
Explaining Forever Loops
Explaining If Else Selection
Explaining Conditional Selection
Explaining Conditional Selection partner activity
Conditional Selection = < > using 2D Shapes
MSW Logo Video Help Files
Python Video Help Files
Python Logo Commands
Debugging Stickers
Computer Science Terminology
Computing Videos
Database Podcast with Les Carr (KS3,4+)

Network & Internet Planning
Network, Internet & Search Planning
How the Internet Works (old plans)
Phil talks to Professor Les Carr about Networks

Train iPad to do maths simple (under construction)
Mine Hunter or Cake Hunt Plan
Train your computer to solve real maths challenges (Tickle) Tickle Quiz Plan

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Code-it Gold is a new scheme of programming planning that provides multiple, research backed, methods of teaching the same module to help teachers develop a variety of different approaches and develop pupils agency. The Code-it Gold resources are free but if you need more training or inset then contact Phil Bagge via the contacts page .

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Learn how to program your own interactive stories, games and animations.

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Hour projects and courses to go through. ALL ages!

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Local classes

Find a local workshop, school, or summer camp to learn in a classroom.

Teach courses by Code.org

Code.org offers a full K-12 course pathway and professional learning workshops for teachers, free of charge.

Teach courses by other providers

Compare options by different partners, organized by grade band.

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Find a local workshop, school, or summer camp to learn in a classroom. Code.org offers a full K-12 course pathway and professional learning workshops for teachers, free of charge. Compare options by different partners, organized by grade band.

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Mission based problem solving. Mission 1 is a good follow on from Y2 Project

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A scratch project designed to introduce students to computer programming through problem solving in Scratch.

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Scratch is a free programming language and online community where you can create your own interactive stories, games, and animations.

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Make games, stories and interactive art with Scratch. (scratch.mit.edu)

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Getting started tutorial

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Tutorials

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From rising stars y2

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From May 2009 until May 2019, more than 27,000 educators who support learning with the Scratch programming language shared 4,749 discussion posts, 1,027 resources, and 354 stories here in the ScratchEd Online Community. We've created this archive so you can peruse these 10 years of discussions, resources, and stories.

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From May 2009 until May 2019, more than 27,000 educators who support learning with the Scratch programming language shared 4,749 discussion posts, 1,027 resources, and 354 stories here in the ScratchEd Online Community. We've created this archive so you can peruse these 10 years of discussions, resources, and stories.

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Beginner Scratch Projects on Pinterest | 72 Pins

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Beginner Scratch Projects on Pinterest | 72 Pins

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Find and save recipes, parenting hacks, style inspiration and other ideas to try.