Lesson library

One idea, ninety minutes, and something that has to work.

These outlines show the questions, examples, checkpoints, and projects used in class. They describe the teaching; current scheduling is discussed directly.

  1. Story
  2. Theory
  3. Guided build
  4. Modification
  5. Demonstration
Hands using tools and test leads on an electronic mechanism.

Scratch & Game Design

Seven lessons from the first event to a useful bug report.

About the Scratch program
90-minute lesson Lesson

What Makes a Program Start?

Scratch & Game Design / Events and Commands

The robot hamster has five perfectly good commands and no idea when to begin. Give it a trigger, arrange the commands, and see how one change in order alters the route.

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90-minute lesson Lesson

How Does the Screen Know Where You Are?

Scratch & Game Design / Coordinates and Movement

A giant pigeon is chasing your character across Calgary. Give both sprites reliable positions, move the player with x and y, and decide exactly what counts as being caught.

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90-minute lesson Lesson

How Does a Game Decide?

Scratch & Game Design / Conditions and Decisions

The Quiz of Questionable Knowledge has received the answer 'moon cheese.' Its code must decide whether that is correct, give useful feedback, and move on without awarding seventeen points.

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90-minute lesson Lesson

Where Does the Score Live?

Scratch & Game Design / Variables and State

The space pet insists it was fed, but the program has forgotten. Give its needs names, decide what changes them, and make every new game start with a clean memory.

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90-minute lesson Lesson

How Does the Game Know You Touched the Lava?

Scratch & Game Design / Sensing and Collision

The floor is convincingly lava-coloured. The computer remains unmoved. Define what counts as danger, check it while the player moves, and make one collision cause one result.

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90-minute lesson Lesson

What Is the Bug Trying to Tell You?

Scratch & Game Design / Debugging

The game fails only when the player reaches safety while being caught near the right edge. Random edits have made it stranger. Reproduce the fault, inspect the game state, and test one possible cause.

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Introductory Robotics

Three lessons from commands to feedback.

Robotics program
90-minute lesson Lesson

Can a Robot Follow Your Instructions?

Robotics / Input and Output

A delivery robot has been told to 'go around the chair.' That instruction works on people and fails on robots. Replace it with measured moves and turns that can be checked on a grid.

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90-minute lesson Lesson

What Question Is the Sensor Answering?

Robotics / Sensors

The display says 347. That might mean bright, close, tilted, or nothing useful at all. Find out what the sensor measures, collect readings, and decide where the program should change its response.

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Every lesson ends with evidence.

A student runs the project, explains a rule, identifies a change, and shows what happened after a test.

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