Computer science Lesson Plan
Class: 7th - Lesson:3 Advanced programming( Sensing)

Purpose: Students should learn how to use Sensing blocks in Scratch programs.

No. of Classes

One or two classes (Teacher's decision).

Materials Required

Scratch 3.0.

Prior knowledge

Students should be familiar with Motion, Looks, Sound, Events, and Control blocks in Scratch.

Exercises

Exercise:1



  • Insert a monkey and a banana sprite. The Banana is always falling from top to bottom. When the Banana reaches the bottom, it should start falling from the top at another random X location. Move the monkey left and right by using arrow keys. When the monkey touches the bananas, change the costume of the banana by using the touching block.
Link to view the model for exercise-1.

Exercise:2



  • Create a Below Program using the Sensing block → Touching Color and Create a code in which insert a backdrop which has multiple colours and a sprite, it will move randomly. When it touches one colour, change it to another costume and repeat it for another colour
Link to view the model for exercise-2.

Exercise:3



  • Create a below Program using the Sensing block → distance to block.
Link to view the model for exercise-3.

Solutions



  • Link to copy solution program image for exercise-1.
  • Link to view solution video for exercise-1.
  • Link to copy solution program image for exercise-2.
  • Link to view solution video for exercise-2.
  • Link to copy solution program image for exercise-3.
  • Link to view solution video for exercise-3.

  • Teacher's Instruction
    1. Teachers should demonstrate a simple Scratch game using Sensing blocks before assigning the exercises.
    2. Teachers should encourage students to use their creativity while developing their programs.
    3. Exercise 3 is optional and may also be used when teaching Operators.
    4. Students may explore additional Scratch projects and examples using the Scratch website.