53 Chapter: Aline Garabedian 2.0 – Scratch: Coding Cards
Author(s): Aline Garabedian
How Do Scratch Coding Cards Support Foundational Coding Skills for Beginners?
Scratch coding cards are physical and/or online cards that provide instructions on how to code various activities or projects on the Scratch website. These cards are designed to teach and guide students through coding in a step-by-step, and easy to follow manner. Instructions cover creating stories, games or animations with each card focusing on a specific concept or skills within the Scratch coding sphere. In addition to each, each Scratch Coding Card breaks down complex but foundational coding concepts into simply, manageable steps increasing accessibility. This allows students to follow instructions side by side with their computers as they actively work on their projects. If they encounter a skill or concept they are unfamiliar with, they can easily select a relevant card to bridge this knowledge gap and continue coding. Scratch Coding Cards are an excellent and valuable resource for introducing critical and foundational coding concepts in a non-intimidating, approach way. Many students are initially fearful or confused by coding concepts and may experience cognitive overload. However, Scratch Coding Cards help alleviate this problem by providing a supportive, easy-to-understand tool, allowing students to gain confidence and start coding with a helpful resource by their side. Hopefully, with enough practice, students can then feel comfortable to code independently without the use of cards by their side (just like learning how to ride a bike)! Ultimately, these cards are great for beginner coders who may feel overwhelmed or intimidated, offering a gentle introduction to programming.
How is it used in a classroom setting?
Scratch coding cards, such as the “Create a Story” or “Catch Game” cards, are great guides for starting up a fun and interactive lesson, especially in intermediate classes. To begin, teachers can choose a particular concept, project, or assignment all of which can revolve around a specific card deck. This can be as simple as creating a simple story related to the topic or designing a game where players catch falling objects for a particular reason. In this way, students can not only learn to code, but also code to learn.
Teachers can assign these cards for students to work individually or in pairs, allowing them to work through the steps on their computers. For example, to teach the concept of essential organelles in a cell (which is first introduced in Grade 8 Science), teachers can introduce the following card deck: Catch Game. Afterward, teachers can allow students to follow the steps on these cards to create a code in which they will have to catch organelles that are required in a cell, but not catch substances that may be harmful to them (e.g. debris, bacteria, viruses). For context, students change the Scratch costume into a cell, and code for the falling objects to be different organelles and harmful substances. To further support learning, teachers can use a worksheet to address the essential organelles that students are catching, explaining why a cell would want these organelles inside and why it wound;t want harmful substances.
The worksheet would also emphasize the functions of each organelle, asking the question of what would happen to the cell if it fails to catch specific organelles or ends up with harmful substances inside.
Further resource information:
Cost: Free
URL Link: https://resources.scratch.mit.edu/www/cards/en/scratch-cards-all.pdf
Tags: Scratch coding cards, cell biology, organelle, cell, game, activity, game-based learning, Grade 8 Science, coding for beginners