The teacher models one question: the sprite uses 'ask and wait', and an if-then-else block compares the answer with the correct one, making the sprite cheer or shake its head. Each child writes three questions of their own about the Anglo-Saxons, builds a script for each, and adds a score variable that goes up by one for every right answer and is shown at the end. They test with a classmate, who answers once correctly and once wrongly, and fix anything the program gets wrong, for example a score that is never set back to 0 when the green flag is clicked, or a right answer such as 'Alfred' marked wrong because the script expects 'King Alfred'. Children use the Scratch offline app or teacher-managed accounts with projects unshared, and save the finished quiz to the class folder.
This page is one of a growing set of PICRAT examples by cell, subject and grade. Page maintained by Andy Perryer.