Exploring the ScratchJr InterfaceActivities & Teaching Strategies
Active learning works here because ScratchJr’s visual blocks let students manipulate logic directly. When children snap blocks together, they see cause and effect instantly, which builds a foundational understanding of sequencing and events. This hands-on feedback loop is essential for programming concepts they will revisit in later years.
Learning Objectives
- 1Identify the distinct roles of sprites and backgrounds within the ScratchJr environment.
- 2Explain the process of changing a sprite's visual appearance using the paint editor.
- 3Design a simple interactive scene by selecting and arranging multiple sprites and backgrounds.
- 4Demonstrate how to initiate a program using different event blocks, such as 'on tap' or 'green flag'.
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Stations Rotation: Event Explorers
Set up stations with different 'start' blocks (Green Flag, Tap, Bump). Students spend 10 minutes at each station to see how the interaction changes the way they play with the program.
Prepare & details
Differentiate between a sprite and a background in ScratchJr.
Facilitation Tip: During Station Rotation: Event Explorers, circulate and ask each pair to explain which block they chose first and why it must snap to the next.
Setup: Tables/desks arranged in 4-6 distinct stations around room
Materials: Station instruction cards, Different materials per station, Rotation timer
Inquiry Circle: The Race
Pairs must create a program where two characters start at the same time using the Green Flag event. They must experiment with different block lengths to see who wins the race.
Prepare & details
Explain how to change the appearance of a character.
Facilitation Tip: In Collaborative Investigation: The Race, time the turn rotations so students feel the pressure of sharing a single device, reinforcing teamwork in problem-solving.
Setup: Groups at tables with access to source materials
Materials: Source material collection, Inquiry cycle worksheet, Question generation protocol, Findings presentation template
Peer Teaching: Block Experts
After learning a specific sequence (e.g., jump then turn), students are paired with someone who hasn't tried it yet to show them how to snap the blocks together in the right order.
Prepare & details
Design a simple scene using different sprites and backgrounds.
Facilitation Tip: For Peer Teaching: Block Experts, have students present using a visual checklist that reminds them to point out the event block to their audience.
Setup: Presentation area at front, or multiple teaching stations
Materials: Topic assignment cards, Lesson planning template, Peer feedback form, Visual aid supplies
Teaching This Topic
Start with physical demonstrations of event blocks before screen time. Model how to drag and snap blocks slowly, narrating each step so students connect the motion to the program’s behavior. Avoid rushing to the device; ensure every student sees that blocks only run when an event occurs. Research shows this tactile introduction prevents later confusion about sequencing and triggers.
What to Expect
Students will demonstrate that they can sequence blocks correctly and identify events that start a program. You’ll observe them tapping sprites or using the green flag intentionally to begin animations, showing they grasp that code runs in order once triggered.
These activities are a starting point. A full mission is the experience.
- Complete facilitation script with teacher dialogue
- Printable student materials, ready for class
- Differentiation strategies for every learner
Watch Out for These Misconceptions
Common MisconceptionDuring Station Rotation: Event Explorers, watch for students leaving blocks floating near each other without snapping them together.
What to Teach Instead
Prompt them to pick up the blocks and physically join them, explaining that the program can only follow connected blocks in order.
Common MisconceptionDuring Collaborative Investigation: The Race, students may assume their sprite will keep moving indefinitely.
What to Teach Instead
Show them how to use a stop block at the end of the sequence and ask what happens when the stop block is reached.
Assessment Ideas
After Station Rotation: Event Explorers, show students a ScratchJr project with several sprites and a background. Ask: 'Point to a sprite. Now point to the background. What is the main difference between them?' Record responses to assess if they recognize sprites as active elements and backgrounds as static.
After Peer Teaching: Block Experts, provide a blank project. Ask students to add one sprite, change its color using the paint editor, and add one background. Have them draw their final scene and write one sentence about how they started their project (e.g., 'I tapped the green flag'). Collect to confirm they can identify events and use basic tools.
During Collaborative Investigation: The Race, ask: 'Imagine you are making a story about a cat visiting a park. What would be your sprites? What would be your background? How would you make the cat move when you tap it?' Facilitate a brief discussion to assess their ability to plan sprites, backgrounds, and event-based interactions.
Extensions & Scaffolding
- Challenge: Ask students to create a two-character story where one sprite starts moving only after the other sprite has moved once.
- Scaffolding: Provide pre-connected starter sequences for students who struggle to snap blocks, so they focus on changing parameters like speed and direction.
- Deeper exploration: Introduce the timer block. Have students calculate how many seconds a motion sequence should last and test their predictions.
Key Vocabulary
| Sprite | A character or object on the screen that can be programmed to move, speak, and interact. You can change its appearance. |
| Background | The scenery or setting behind the sprites in your project. It remains static while sprites move and interact. |
| Paint Editor | A tool within ScratchJr used to draw, edit, and change the appearance of sprites and backgrounds. |
| Event Block | A special block that starts a sequence of programming blocks when a specific action occurs, like tapping a sprite or starting the project. |
Suggested Methodologies
More in Creative Programming with ScratchJr
Sequence and Events in ScratchJr
Learning how to start a program using events like the green flag and connecting blocks in order.
2 methodologies
Motion and Movement Blocks
Using motion blocks to make sprites move, turn, and jump.
2 methodologies
Looks and Sound Blocks
Changing sprite appearance, adding speech bubbles, and incorporating sounds.
2 methodologies
Debugging ScratchJr Projects
Finding and fixing mistakes in code to make programs run as intended.
2 methodologies
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