ScratchJr Tinkering Activity

Age: 5-7 years

Type: ScratchJr

Curriculum Links to: computing

The ScratchJr Tinkering Activity has been rated 4 stars

RESOURCE OVERVIEW:

This activity involves two main tasks. Firstly, pupils tinker with an existing ScratchJr program, which is an animation of creatures under the sea, before then tinkering with a blank project in ScratchJr.

PUPIL OBJECTIVES:

  • I can explore ScratchJr for myself.

TEACHING ASSESSMENT OPPORTUNITIES:

  • The open questions provided above and used throughout this tinkering activity will both help encourage, and gauge, pupils’ developing understanding of ScratchJr.
  • Observe pupils in their exploration. Are pupils confident to tinker independently or do they wait for instruction? Do they copy others or try new and novel ways of using the equipment?
  • Listen to their discussion about tinkering with their peers, do they ask others questions about how they did things, do they suggest ideas? Are they open to new ideas and build on other pupils’ ideas to discover more.

LESSON TIMING: 40 min

This lesson in your curriculum

Computing

  • Create programs
  • Use logical reasoning to predict the behaviour of simple programs