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Build a Catch Game: Random and Broadcast

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This worksheet marks itself

Set it as homework or classwork and every answer is marked as pupils go, with feedback on what they got wrong. The scores go straight into your mark book, so you can see who needs help before the next lesson.

  • 12 questions
  • 35 marks
  • about 37 minutes
  • marked instantly

Question types: multiple choice, short answer, label the diagram, sorting, true or false.

One question from this worksheet

  1. 1. The question
  2. 2. A pupil answers
  3. 3. Marked instantly

About this resource

Scratch Programming, lesson 6 of 8 (build-project). Pupils decompose a catch game into sprites and jobs, then build it in Scratch 3 from a starter file: the Apple starts at a random x with pick random, a Basket moves with the arrow keys, the score counts catches, and a broadcast message shows GAM…

19 slides.

Lesson outline

  1. Hook — Same Place Every Time?
  2. Do Now (4 questions)
  3. Keywords for the Build
  4. Success Criteria — What "Finished" Means
  5. Decompose the Game
  6. Part 1 — Which Sprite Does Which Job?
  7. pick random — A New Number Every Time
  8. broadcast — Sending a Message
  9. Hinge Check — The Message Nobody Hears
  10. Part 2: Watch the Build, One Job at a Time
  11. Part 2 — BUILD SPRINT: Basket and Apple
  12. Part 3: Watch the Build, Lives and Game Over
Unit bundleScratch Programming
Part of: Scratch Programming: the whole unitEvery resource in the unit in one zip.

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