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35 Stem Learning – Scratch Cards & Scratch Cards

By: Rachel Jackson (Resource 1 published), Code Club (Resource 1 developed), ScratchTeam (Resource 2 published and developed)

Stem Learning – Scratch Cards & Scratch Cards

Introduction

Scratch Cards are cards that provide step-by-step instructions on how to code with Scratch and the blocks within the program. Scratch Cards have visual and written instructions which explain how to complete specific actions needed to complete the designated scenario from the cards within Scratch. Scratch Cards come in sets which create specific scenarios. The Scratch Cards are colorful which matches the atmosphere of Scratch itself.

Scratch Cards would be useful for students who would require a visual example of a completed product to model. Some students want the reassurance that their product is completed effectively and correctly. By using the Scratch Cards, the students have reassurance that their coding is done correctly and won’t cause unnecessary stress by not knowing where a bug is occurring within the code. The students can refer and refresh their understanding of coding with Scratch Cards. As the teacher, you can provide more one-to-one attention for students who require more help because some students only need the Scratch Cards to help them complete the task with the code.

Working Process:

Scratch Cards can be used as a beginning tool for coding within the classroom. They can introduce coding to the class and begin the process of including coding to learn and learning to code. Let’s put two scenarios forwards:

  • The Beginning of the School Year:
    One of the Scratch Cards decks is one titled, “Animate a Name Coding Cards”. Each student can have a copy of the card deck or the deck can be projected on the board beside the code. The students will create a unique, fun, and interactive name tag while learning to code.
  • Middle of the School Year:
    If the student uses the deck “Make Music Coding Cards”, a student can create a song they believe represents themselves, their friends, their community, or their school. For a more academic-based scenario, you would apply it to a character in a book, a historical figure, or a scientific method.

The best method to start using Scratch Cards in the classroom is by introducing them as something new that would help students learn to code. By introducing Scratch Cards as a resource that is always available, reliable, and easy to use, it would help to make them approachable to students within the classroom. As the teacher, show that you also use them when you code and can’t fully remember how to complete certain steps. If the teacher uses them, then they as students can also use them.

Resource Information:

Tags: Scratch, Step-by-Step Instructions, Free, Grades 7 to 11, Visual and written instructions, Learning to Code

URL Link to Resource:
https://www.stem.org.uk/resources/elibrary/resource/35110/scratch-cards
https://resources.scratch.mit.edu/www/cards/en/scratch-cards-all.pdf

License

EDUC1311 - Coding OER Copyright © by pranjalsaloni. All Rights Reserved.