Camp ● Technology & Coding ● Grades PK-2
Embark on fun journey to space with Scratch! Send an astronaut to the moon and defend your moon base from space rocks. Learn how to use Scratch to create and program sprites, backdrops and basic scripts. Create a new program each day, leave with evidence of your wild space adventure, and be inspired to explore the universe of programming as a Space Pioneer.
Programming and coding are becoming necessary skills for various fields of engineering. Many of today’s engineers spend most of their time in front of a computer: processing, analyzing, and extracting data to help them design, test and improve products and tools. With coding and programming knowledge, today’s engineers can work faster and come up with more creative design solutions that otherwise would be out of reach without programming. Scratch introduces children to programming in a logical way by opening the door to the world of programming. Just as any student can be an engineer, any student can program! Some examples of how engineers utilize software are:
- Chemical engineers use programming to run simulations, analyze results, or do large tasks that would be tedious by hand
- Mechanical and Industrial engineers use unique software to program the robots and machines that help make many of the products that we buy
- Electrical engineers use programming to write simulations and collect data for testing designs
Go To the Moon
In this activity, students are introduced to scratch, sprites and scripts. Students will take a blank Scratch program, create a moon and astronaut sprite and will program the astronaut to fly to the moon, using very basic movement and event blocks.
In this lesson, students will edit an existing alien sprite, and create a backdrop. Students will then program the alien to do a dance. The dance will involve slightly more complex programming from the students, and the understanding of cause and effect when programming scripts in scratch.
Do the Moonwalk
In this lesson, students create an astronaut sprite, and program him to walk on the moon. The goal in this lesson is for the astronaut to walk across the screen and touch an object. Students are introduced to the concept of collisions in programming. When the object is touched, the object will disappear, and the astronaut will say something.
Shoot The Moon Rock
In this lesson, students will quickly create an astronaut sprite, and three different moon rocks. They will also create a projectile sprite and program the astronaut to follow the mouse pointer, shoot, and destroy the rocks.
In this camp lesson, students will create a basic Pong game set in space. Students will create a ball sprite (moon rock or earth), two paddle sprites and two scoring zones. Students will then use scratch to program the game.