MIT's block-based programming environment for games, animations and interactive stories. Teacher accounts let a school manage pupil accounts without email addresses.

Creative Replace

Grade 3 Scratch character that dances, changes colour and reacts to key presses

Grade 3 (Year 4, age 8 to 9) · 45 min · 1 device per child

Creative Replace

Each child programs a Scratch character of their choice to dance in a loop, change colour and jump when the space key is pressed.

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Grade 4 Scratch quiz on the Anglo-Saxons with a sprite that reacts to answers

Grade 4 (Year 5, age 9 to 10) · 50 min · 1 device per child

Creative Replace

Each child builds a three-question Scratch quiz about the Anglo-Saxons, using if-then-else so the sprite reacts to right and wrong answers and keeps a score.

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Grade 6 Scratch story with two characters and timed dialogue

Grade 6 (Year 7, age 11 to 12) · 50 min · 1 device per student

Creative Replace

Each student programs a short Scratch story in which two characters take turns to speak across two scenes.

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Creative Transform

The water cycle: a Scratch model where a stronger sun makes more rain

Grade 4 (Year 5, age 9 to 10) · 180 min · 1 device per pair

Creative Transform

Pairs program a Scratch model of the water cycle in which a sun slider sets how fast water evaporates, the cloud grows until it is full, and rain falls back to the rivers and sea.

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Pairs type a fortnight of their own weather-station readings into Scratch lists and code an animated report whose rain, cloud, wind and presenter's advice are decided by the numbers, then run it on each new day's readings.

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Each child programs a Scratch project that asks for two fractions, draws them as equal-length bars one under the other, and lets a partner test whether any pair is equivalent.

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Pairs code a Scratch model in which 24 particle clones jiggle in place, slide about or fly around the stage as a temperature slider passes 0°C and 100°C, then test each other's models for things real water never does.

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Each student codes a Scratch model in which light and carbon dioxide sliders set the rate of oxygen bubbles, then rewrites its rule until it matches the class's own pondweed results.

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Interactive Amplify

Grade 7 hunting planted bugs in a remixed Scratch game and posting fixes to Padlet

Grade 7 (Year 8, age 12 to 13) · 50 min · 1 device per student

Interactive Amplify

Every student remixes a teacher-made Scratch game with two planted bugs, hunts them in their own copy and posts the cause and fix to a class Padlet wall that the teacher uses to run the debate.

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Students vote on which of three search algorithms is most efficient, test each in Scratch on growing lists, chart the class's comparison counts and vote again.

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This page is one of a growing set of PICRAT examples by cell, subject and grade. Page maintained by Andy Perryer.