PBS KIDS ScratchJr Curriculum2
PBS KIDS ScratchJr Curriculum2
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TREE PROBLEM
Help rescue PEG + CAT from a tree
Overview
Peg and Cat have a really big problem! Cat is stuck in a tree. Again! In this activity, children will be
challenged to create projects with the PBS KIDS ScratchJr app where they help Peg rescue her friend
Cat.
Learning Goals
Children will learn how to create projects, how to add characters, and how to use the programming
blocks to make their characters animate on screen. They will explore coding and computational
thinking practices as they utilize technology as a tool for creativity, expression, and learning with the
PBS KIDS ScratchJr app.
Keywords
• Programming/Coding
• Sequence
• Horizontal and Vertical
• Left and Right
Materials
1
Meet (5 minutes)
The context in which you are engaging in this activity will impact how you get started. Take the time
to set up cues, preview what you’re going to be doing and why, and get the kids ready and focused
for a creative PBS KIDS challenge.
Peg and Cat are best friends who love to have fun, go on adventures, and solve problems using math.
Today, everyone is going to create PBS KIDS ScratchJr projects to help Peg and Cat solve a really
big problem. Cat is stuck in a tree and Peg needs help getting him down! Children will learn how to
create projects and how to use the Motion blocks to help Peg reach Cat so she can rescue him.
Play “Simon Says” with the group. As much as possible incorporate spatial vocabulary into the game
– up, down, next to, below, above, right, and left. Simon Says is a game that aligns really nicely with
computational thinking. In the game, if “Simon Says” to do something, then everyone does that
thing, but if Simon doesn’t say, then participants do nothing. Characters in PBS KIDS ScratchJr be-
have in the same way; they need to be triggered before they will begin their animations.
Project your tablet onto a big screen with a document camera or with a cable, open PBS KIDS
ScratchJr, and start a new project. First, talk about programs and coding. Then model how to create
programs for your characters using Motion and Trigger blocks.
Show everyone how to add characters and how to create programs by dragging blocks into the pro-
gramming area, snapping them together, and testing them. Then give everyone at least 5 minutes
to explore and make discoveries on their own. Invite children to share their fun discoveries informally
with each other and with the whole group.
Add characters and backgrounds
• To add a character or background tap the blue plus sign on the left or the landscape at the top of
the screen.
• Scroll down, and choose the character and/or background you would like.
• Tap the checkmark when you have made your choice.
Delete a character
• To delete a character, tap and hold the character until you see a red X. Tap the red X to
delete that character.
Place characters
• Once a character is added to your screen, you can move it to wherever you would like it to start
by dragging it around with your finger.
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Motion Blocks
• Blue Motion blocks cause characters to move on the screen. You can make characters move all
over the screen (right, left, up, down, turn, and jump) by using the blue Motion blocks.
• Drag a blue Motion block into the programming area.
• Ask children what they think will happen when you tap on the block. Tap on it. The character
will move according to the direction of the block.
• Now add a different blue Motion block, and do the same thing. Snap the two blocks together,
and ask children again what they think will happen. Tap. The character will now make both
moves in order.
Explain to the group that they can use the motion blocks to make their character move in whatev-
er direction they would like. Ask the group which of the Motion blocks they would use to make the
character move up, down, left, and right. Test their guesses.
Tip!
To delete a block from the programming area, drag it outside the area with your finger, and let go.
• The yellow Trigger blocks are what trigger/cause a program to begin. Each of the yellow Trigger
blocks represents a different way in which a program can begin. The Start on Green Flag block
creates a program that will begin whenever the Green Flag is tapped.
• To create a complete program drag the yellow Start on Green Flag Trigger block and connect it
to the front of the blue Motion blocks.
• Now you can tap on the program itself or the Green Flag in the top right corner; either will
trigger your new program. The difference is that if you tap the green flag, your character will
reset to their starting position before running the program, and if you just tap the program itself,
the character will just pick-up from where they left off.
Tip!
If you use a Start on Green Flag block at the front of your program, then tapping the Green Flag is
like saying “Simon Says,” and will trigger the actions in your program.
• PBS KIDS ScratchJr can help make it simpler for characters to do the same thing more than once.
• If you want your character to move five steps to the right, you could connect five Move
Right blocks. Demonstrate.
• Or, you could use one Move Right block and change the value of that block with the number
pad. The number pad lets you decide how many times a block should repeat (up to 99).
• Tap the number one at the bottom of any blue Motion block to access the number pad. Change
it to five, and test it out.
• Using the number pad can help keep programs from being too big and confusing.
Reset
The reset button places characters back at their starting points. Starting points are set each time a
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user drags a character to a new point on the screen.
Tip!
Kids will often run a program and then manually move their characters back to their starting points to
run their programs again. Introducing the Reset button can help save kids a lot of time and energy.
Now it’s time for everyone to use their knowledge of Motion blocks and spatial awareness to help
Peg and Cat solve their really big problem. Make sure everyone has a tablet to work on, and make
yourself available to lend support as everyone works on their projects. Write the basic parameters of
the project at the front of the room to help guide everyone’s work.
• Encourage everyone to add Peg, Cat, and a tree character to their projects.
• Encourage everyone to place Cat or Peg in the tree and the other character somewhere else on
the screen. Cat is now stuck in the tree!
• Challenge the group to use their powers of spatial awareness and the Motion blocks to create pro-
grams that move Peg to Cat so she can rescue him (or vice versa).
Ask for volunteers to share their projects with the group. Have them share their projects and, more
specifically, which blocks they used to help Peg save Cat. Model giving warm and cool feedback and
encourage the same from the children.
If you have extra time give children the chance to work on whatever they would like. If they received
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useful feedback, were inspired by other projects, or want to attempt one of the extensions below,
this is a wonderful opportunity to do just that. O, they can start a whole new project and can create
whatever they would like.
Coding Challenge
Once Peg rescues Cat, the problem is solved, and it’s time to celebrate. Have children add blocks to
their programs to help Peg and Cat celebrate. They could use Motion blocks to make them dance
and Voice Record blocks to make them sing. What else could be created and programmed to add to
the celebration?
OR
Challenge children to come up with additional ways that Peg could rescue Cat. Jet packs? Ladders?
Flying Carpets? Have children add their creative solutions to their projects.
Math Extension
For children having trouble determining how many steps are needed to move Peg to Cat (or to
check their guesses) have children turn on the grid background. The grid will help them keep track of
where their characters are and how much they move. Use the grid to discuss vertical and horizontal
axes and grids in more detail.
Literacy Extension
Although this activity is predominantly math focused, children are still creating a narrative involving
Peg rescuing Cat. You can expand on this by encouraging children to use speech bubbles and text
in their stories to create more of a story. For example, have children think about why Cat is stuck in a
tree and how Cat got up there to begin with. Is Cat scared? Is Peg nervous about getting Cat down?
Have children think about the emotions of each character, and use pink Say block and/or the
green Recorded Sound blocks to create a dialogue between them.
Take Home
Send children home with this Parent Handout (English/Spanish) to help encourage discussion and
continued play at home!
For more videos and games featuring Peg and Cat visit the “PEG + CAT” website
pbskids.org/peg.
PBS KIDS ScratchJr is a collaboration between PBS, Tufts University, the MIT Media Lab, and the
Playful Invention Company. The PBS KIDS logo & PBS KIDS ® PBS. Used with permission.
ScratchJr logo is used with permission. PBS is not affiliated with the Massachusetts Institute of Tech-
nology or Tufts University. PEG + CAT © 2016, Feline Features. All right reserved.
PEG + CAT is produced by Fred Rogers Company.
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The Tree Problem
Sound Will there be sound in your project? Describe it.
Project Plan
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Blocks Will there be movement in your project? Describe or draw it.
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
PEG + CAT © 2016 Feline Features LLC. All rights reserved.
DAILY PARENT REPORT DAILY PARENT REPORT
Dear Parents, Dear Parents,
Today your child used the PBS KIDS ScratchJr tablet app Today your child used the PBS KIDS ScratchJr tablet app
to create a PEG + CAT animation where Peg rescues Cat to create a PEG + CAT animation where Peg rescues Cat
from a tree. Here are some questions you can ask your from a tree. Here are some questions you can ask your
child to learn more: child to learn more:
1 Who are Peg and Cat? 1 Who are Peg and Cat?
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3 What do these blocks do? 3 What do these blocks do?
1 1 2 1 2
1
4 How did you help Peg 4 How did you help Peg
rescue Cat? rescue Cat?
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
PEG + CAT © 2016 Feline Features LLC. All rights reserved. PEG + CAT © 2016 Feline Features LLC. All rights reserved.
Informe diario para padres form
InDAI diarENT
LYe PAR REPpa
io para dres
ORT
Estimados padres, Estimados padres,
Hoy su hijo/a utilizó la aplicación, PBS KIDS ScratchJr para Hoy su hijo/a utilizó la aplicación, PBS KIDS ScratchJr para
crear un proyecto en que el personaje Peg rescata a su amigo, crear un proyecto en que el personaje Peg rescata a su amigo,
Cat, de un árbol. Aquí hay unas preguntas que pueden usar Cat, de un árbol. Aquí hay unas preguntas que pueden usar
para iniciar una conversación sobre lo que ha hecho su hijo/a. para iniciar una conversación sobre lo que ha hecho su hijo/a.
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3 ¿Qué usos tienen estos bloques/ 3 ¿Qué usos tienen estos bloques/
botones en la aplicación? botones en la aplicación?
1 1 2 1 1 2
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
PEG + CAT © 2016 Feline Features LLC. All rights reserved. PEG + CAT © 2016 Feline Features LLC. All rights reserved.
CREATURE POWERS
Animate animal traits with the WILD KRATTS
Overview
Activate Creature Powers! Inspired by the “WILD KRATTS,” this activity will challenge children
to create PBS KIDS ScratchJr projects that explore different animals and their unique behaviors
and traits.
Learning Goals
Children will learn how to create projects, how to add characters, and how to use the programming
blocks to make their characters animate and move on screen. They will explore coding and compu-
tational thinking practices as they utilize technology as a tool for creativity, expression, and learning
with the PBS KIDS ScratchJr app.
Keywords
• Programming/Coding
• Sequence/Algorithm
• Unique
• Traits
• Habitat
Materials
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Getting Started (5 minutes)
The context in which you are engaging in this activity will impact how you get started. Take the
time to set-up cues, preview what you’re going to be doing and why, and to get the kids ready and
focused for a fun and creative PBS KIDS challenge.
Today everyone will be making their own programs using PBS KIDS ScratchJr that are inspired by
“WILD KRATTS.” Children will choose an animal and will create a project that shows off that animal’s
Creature Powers.
Ask a focusing question, and have each child answer: What is your favorite wild animal?
Have the group stand up to play a game of PBS KIDS ScratchJr Simon Says. Instead of using verbal
commands, copy and print the game cards found in the back of this section. The presence
of a Start on Green Flag Trigger block on a card is the same as if a facilitator were to say “Simon
Says…” If that block is present, then the children should complete the action. If that block is not
present, then Simon didn’t say, and the children should do nothing.
Before playing make sure you establish specific actions for each of the Motion and Looks blocks
that are used in the game: Up, Down, Left, Right, Hop, Grow, and Shrink.
This game is a great way to extend the fun of Simon Says while giving kids the opportunity to
physicalize and embody some of the core programming concepts embedded within PBS KIDS
ScratchJr, as well as the functionality of the blocks. Programs in the app are a lot like Simon Says;
they all need a yellow Trigger Block (the equivalent of saying “Simon Says…”) to make them go.
Model and have the group follow along as you explore how to use the Hide, Show, Grow, Shrink,
and Speed blocks inside PBS KIDS ScratchJr by dragging each of them into the programming area
and discovering what they do. Make sure you also utilize the Start on Green Flag block to continue
to reinforce the need to set-up triggers for your programs. Additionally showcase the functionality of
the blue Motion blocks. See the PEG + CAT – Tree Problem Activity to learn how to add characters
and backgrounds and how to use the Motion blocks.
Additionally, make sure you give children some free time to openly explore the app on their own.
Give children opportunities to share any new and exciting discoveries with the group. Keep your
tablet connected to the projector so that you can continue to provide support.
• These two pink Looks blocks can make your characters appear (show) and disappear (hide).
• Model both by dragging them into the programming area and tapping them. Ask the group
when they think it would be a good time to make an animal Show or Hide.
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Grow and Shrink blocks
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• If you have made your character grow or shrink, the Reset Size block resets your character to its
original size.
Speed block
• Adding the orange Speed block to your program will let you change your character’s speed.
• Add the block to your program, and use the arrow at the bottom of the block to select and set
the speed to slow, medium, or fast.
• Model this block by snapping it to the front of a program with a number of blue Motion blocks in
place.
• Play the program with each of the three speed settings to show how the block impacts the move-
ment of your character.
Tip!
The Speed block sets the speed for all the blocks that follow it. Keep that in mind when you
decide where in your program you decide to place the block.
The yellow Trigger blocks are what trigger/cause a program to begin. Each of the yellow Trigger
blocks represents a different way in which a program can begin. The Start on Green Flag block cre-
ates a program that will begin whenever the Green Flag is tapped.
• To create a complete program drag the yellow Start on Green Flag Trigger block, and connect it
to the front of the blue Motion blocks.
• Now you can tap on the program itself or the Green Flag in the top right corner; either will trig-
ger your new program. The difference is that if you tap the green flag, your character will reset
to their starting position before running the program, and if you just tap the program itself, the
character will just pick up from where they left off.
Tip!
If you use a Start on Green Flag block at the front of your program,then tapping the Green
Flag is like saying “Simon Says” and will trigger the actions in your program.
• To edit or create a character or background tap the blue plus sign on the left or the
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landscape icon at the top of the screen.
• To create your own character or background, tap the paintbrush at the top of the screen, and
start creating.
• To edit a pre-existing character, scroll down, and select a character, and then tap the paintbrush
at the top of the page.
Tip!
Children really enjoy being able to edit the characters that they know and love. Encourage
their creativity, but also help to keep them focused on creating their coding projects.
Reset
• The reset button places characters back to their starting points. Starting points are set each time
a user drags a character to a new point on the screen.
Tip!
Kids will often run a program and then manually move their characters back to their starting
points to run their programs again. Introducing the Reset button can help save kids a lot of
time and energy.
Ask the children to define “habitat” and “unique.” View the 15-minute first part of the “WILD
KRATTS” episode “Creature Power Challenge,” and ask the group to focus on the animals in the
episode, the habitat they live in, and the Creature Powers that make those animals unique and
special. After the episode, discuss the animals from the episode and the unique Creature Powers
that help them each thrive in their habitats.
Have everyone choose an animal that they would like to use for their project. They can choose one
of the “WILD KRATTS” animals, any of the other animals in the app, or draw their own with the Paint
Editor.
The Challenge
Challenge everyone to use all of the new blocks introduced + the Motion blocks to create programs
that show off their animal’s creature powers.
• Is their animal really big, and that’s what protects it from other animals? Encourage using the
Grow block.
• Is their animal really fast, and that’s how it hunts? Or, how it escapes being hunted? Encourage
using the Speed block.
• Does the animal camouflage into its environment to hide and show itself only when it’s safe? En-
courage playing with the Hide and Show blocks.
• Also make sure they add a background to their projects that shows off their animal’s habitat.
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Make sure everyone has a tablet, and make yourself available to lend support as everyone works on
their projects. Also encourage children to turn to each other for support and inspiration.
Make it Simpler
Have children focus exclusively on the Motion and Trigger blocks to make their animal move
around the screen.
Have children pair up and share their projects with one another. Model and encourage the giving
and receiving of both warm and cool feedback. Also encourage children to share and discuss the
following:
• What are your animal’s unique traits?
• How do those traits help your animal survive in the their habitat?
If you have extra time give children the chance to work on whatever they would like. If they
received useful feedback, were inspired by other projects, or want to attempt one of the
extensions below, this is a wonderful opportunity to do just that. Or, they can start a whole new
project and can create whatever they would like.
Coding Challenge
Challenge children to try adding a Kratt brother and using text or speech to add some facts
about the animals in their projects. They will need to use Say blocks to add speech bubbles or the
Recorded Sound blocks to record facts with their own voices.
Math Extension
When introducing children to the Speed blocks, have them compare one character to
another by seeing how long it takes them to complete the same actions at different speed
settings.
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1. Add two characters to your stage:
2. Try giving them the same program with different speeds set for each one:
Literacy Extension
Encourage children to create and keep a written fact sheet about the animal they have chosen. This
will help them remember which traits they want to focus on programming once they have a tablet in
hand.
This is also a great opportunity to provide children with books, nature magazines, and websites to
help find out about animal traits. They may want to take photos of the animal pictures they find to
include as characters or backgrounds in their projects. To get started, have them check out the
Creaturepedia on the “WILD KRATTS” website: pbskids.org/wildkratts/creaturepedia/.
Craft Extension
After children have finished creating their Creature Power projects, they can involve the real
world by designing habitats out of craft supplies to house their tablet-based animal projects.
Children with animals from similar habitats can collaborate and work together.
Take Home
Send children home with this Parent Handout (English/Spanish) to help encourage discussion and
continued play at home.
For more videos and games featuring the Kratts, visit the “WILD KRATTS” website
pbskids.org/wildkratts.
PBS KIDS ScratchJr is a collaboration between PBS, Tufts University, the MIT Media Lab, and the
Playful Invention Company. The PBS KIDS logo & PBS KIDS ® PBS. Used with permission.
ScratchJr logo is used with permission. PBS is not affiliated with the Massachusetts Institute of
Technology or Tufts University. Wild Kratts® © 2016 Kratt Bros. Co. Ltd./ 9 Story Media Group Inc.
WILD KRATTS is produced by: KRATT BROTHERS.
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Creature Powers Sound Will there be sound in your project? Describe it.
Project Plan
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Blocks Will there be movement in your project? Describe or draw it.
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. WILD KRATTS®
© 2016 Kratt Brothers Co. Ltd./ 9 Story Media Group Inc. Wild Kratts®, Creature Power® are owned by Kratt Brothers Company Ltd. All rights reserved.
DAILY PARENT REPORT DAILY PARENT REPORT
Dear Parents, Dear Parents,
Today your child used the PBS KIDS ScratchJr tablet app Today your child used the PBS KIDS ScratchJr tablet app
to create a WILD KRATTS project to show off the unique to create a WILD KRATTS project to show off the unique
creature powers of an animal of their choice. Here are creature powers of an animal of their choice. Here are
some questions you can ask your child to learn more: some questions you can ask your child to learn more:
1 Who are the Wild Kratts? 1 Who are the Wild Kratts?
16
2 2
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. WILD KRATTS® PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. WILD KRATTS®
© 2016 Kratt Brothers Co. Ltd./ 9 Story Media Group Inc. Wild Kratts®, Creature Power® are owned by Kratt Brothers Company Ltd. All rights reserved. © 2016 Kratt Brothers Co. Ltd./ 9 Story Media Group Inc. Wild Kratts®, Creature Power® are owned by Kratt Brothers Company Ltd. All rights reserved.
DAI rm
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diar para
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Informe diario para padres form
Info
In eedi
Estimados padres, Estimados padres,
Hoy su hijo/a utilizó la aplicación, PBS KIDS ScratchJr Hoy su hijo/a utilizó la aplicación, PBS KIDS ScratchJr
para crear un proyecto inspirado por las aventuras de los para crear un proyecto inspirado por las aventuras de los
hermanos Kratt, unos reconocidos zoólogos. La animación hermanos Kratt, unos reconocidos zoólogos. La animación
demuestra los poderes de un Super Traje Animal. Aquí hay demuestra los poderes de un Super Traje Animal. Aquí hay
unas preguntas que pueden usar para iniciar una conversación unas preguntas que pueden usar para iniciar una conversación
sobre lo que ha hecho su hijo/a. sobre lo que ha hecho su hijo/a.
1 ¿Quienes son los Wild Kratts? 1 ¿Quienes son los Wild Kratts?
2 ¿Qué usos tienen estos bloques/ 2 ¿Qué usos tienen estos bloques/
botones en la aplicación?
17
botones en la aplicación?
2 2
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. WILD KRATTS® PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. WILD KRATTS®
© 2016 Kratt Brothers Co. Ltd./ 9 Story Media Group Inc. Wild Kratts®, Creature Power® are owned by Kratt Brothers Company Ltd. All rights reserved. © 2016 Kratt Brothers Co. Ltd./ 9 Story Media Group Inc. Wild Kratts®, Creature Power® are owned by Kratt Brothers Company Ltd. All rights reserved.
Simon Says
• Print and shuffle the following block cards to play the PBS KIDS ScratchJr
Block version of “Simon Says.”
• Review and introduce all of the blocks in the game, and, as a group, establish
moves for all of the blue Motion and pink Looks blocks
• The Green Flag block = “Simon Says...” As a yellow trigger block, it serves as
the trigger for any actions/blocks that follow. When it is NOT on a card,
students should do nothing.
• Hold up one card at a time (no talking needed). And, have fun!
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SPACE EXPLORATION
Create an adventure with READY JET GO!
Overview
Excelsior! Inspired by “READY JET GO!,” in this activity children will be challenged to use PBS KIDS
ScratchJr to create projects where they blast off and explore our solar system.
Learning Goals
Children will learn how to use the PBS KIDS ScratchJr programming blocks to make animated sto-
ries and interactive projects. They will explore coding and computational thinking practices as they
utilize technology as a tool for creativity, expression, and learning with the PBS KIDS ScratchJr app.
Keywords
• Programming/Coding
• Sequence/Algorithm
• Events
• Solar System
Materials
39
Getting Started (5 minutes)
The context in which you are engaging in this activity will impact how you get started. Take the time
to set up cues, preview what you’re going to be doing and why, and get the kids ready and
focused for a fun and creative PBS KIDS challenge.
Today children will be creating PBS KIDS ScratchJr projects that take them to any planet in our solar
system. Ask the group if they can name all of the planets in our solar system. Help fill in any
blanks if they get stuck.
Ask a focusing question, and have each child answer: What is one fact you know about space?
Play a special space version of the game, “Red Light, Green Light,” where the group travels to all of
the planets in our solar system.
The goal of the game is to travel through our solar system starting at the sun.
• For the first round, the sun is the starting line, and Mercury is the finish line.
Green light = kids can walk quickly.
Yellow light = kids can walk slowly.
Red light = kids have to freeze in place.
• Once one child makes it to Mercury, play another round traveling from Mercury to Venus. Contin-
ue your tour through our solar system as long as time permits.
Use a projector to model the features outlined below that will help the group with their projects.
Additionally give them some free time to openly explore the app. See the PEG + CAT – Tree Prob-
lem Activity to learn how to add characters and backgrounds and how to use the Motion blocks.
• PBS KIDS ScratchJr projects can have up to four pages. Each page can have its own background,
characters, and programs.
• To add a new page, tap on the blue plus sign on the right side of the screen under the page you
have already been working on.
• You can control which page you are on by tapping on it.
• Characters and backgrounds on your first page don’t automatically get added to newly created
pages. You have to add them yourself.
40
Go to Page block
2
End blocks can be used to end a program, cause it to repeat forever, or to move the entire
project to another page. If you have more than one page in your project, the Go to Page block
appears and allows you to tell your whole project to go to different page.
After creating multiple pages, create a program for a character that includes the Go to Page block,
and trigger the program. Your project should now move from the first page to the second page. This
block is a great tool for creating multi-page projects that progress on their own.
Say block
The Say block is a great way to add dialogue to your projects with thought bubbles.
• To use the Say block, drag it down into the programming area.
• Tap the white box on the block that says “hi.” The keyboard will pop-up.
• You can type whatever you want your character to say.
• Tap the block to see a speech bubble appear for your character with the text you added.
Fun Fact:
Children can use this block to add emojis to their speech bubbles, which is often very exciting news!
Speed block
Adding the orange Speed block to your program will let you change your character’s speed.
• Add the block to your program, and use the arrow at the bottom of the block to select and set
the speed to slow, medium, or fast.
• Model this block by snapping it to the front of a program with a number of blue Motion blocks in
place.
• Play the program with each of the three speed settings to show how the block impacts the move-
ment of your character.
Tip!
The Speed block sets the speed for all the blocks that follow it. Keep that in mind when you
decide where in your program you decide to place the block.
Start on Tap block
The Start on Tap block is a fun alternative to the Start on Green flag block. When using this block,
instead of triggering a program by tapping the Green Flag, you can trigger the program by tapping
the character instead. It’s a great way to make characters and projects feel more interactive.
View the 11-minute “READY JET GO!” episode, “Tour of the Solar System,” and have everyone pay
attention to the different planets in our solar system and what makes each of them special. After the
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episode, discuss which planets they remember Jet and his friends visiting and any special facts about
those planets. Capture this discussion on the board.
Now it’s time for everyone to make their own space projects! Make sure everyone has a tablet to
work on, and make yourself available to lend support as everyone works on their projects.
The Challenge
Have everyone choose one of the planets in our solar system and program Jet and his friends
blasting off from Earth to visit that planet.
• Encourage the use of multiple pages for this project.
• Encourage everyone to use the Motion and Speed blocks for their space travel. When would the
rocket go fast, slow, and medium speeds?
• Encourage everyone to use the Say and/or Sounds blocks to add fun space facts to their projects.
• Encourage everyone to program their rocket/saucer take-off when it is tapped on.
This project is also a wonderful opportunity to focus on making sure projects include a beginning,
middle, and end. Using the Design Handouts you can have everyone spend some time planning how
they want their project to start, what will happen during their project, and how they want it to end. If
anyone gets stuck, encourage them to ask each other for help.
Make it simpler
Focus on creating a one-page project with a rocket that moves through space.
Have volunteers share their space projects with the group. Have them present both their animations
and the blocks they used to create their programs. Model and encourage the group to ask questions
and to give and receive both warm and cool feedback.
Based on which planets children created projects for, you can also set their tablets up in solar system
order and have everyone take a tour of the solar system by walking around the class and checking
out each other’s projects. This is a fun way to further reinforce the planets and their order.
42
Keep Going (10 minutes)
Coding Challenge
• Challenge children to program the “Jet” characters to get into the spaceship before it takes off
from Earth and out of it when it lands on another planet. Encourage them to use the Hide and
Show blocks to make this happen.
Literacy Extension
• Encourage children to use text and voice recordings in their projects to provide facts about the
planet of their choosing. They can add text on-screen with the Text button or Say block.
They can also add voice and audio using the Sound Recording block.
Math Extension
• Practice using the Wait block to make your characters wait for different amounts of time.
• What number makes your character wait two seconds? What about four seconds? Hint: The
answers are not two and four.
Trying to measure time using the Wait block may be confusing for students, since it is measured in
tenths of seconds. This design choice was intended to allow children to program brief, realistic paus-
es into their conversations and actions. Since children may not know about fractions or portions of
time yet, this is a great opportunity to encourage and practice estimation and prediction.
Take Home
Send children home with the Parent Handout (English/Spanish) to help encourage discussion and
continued play at home!
For more videos and games featuring Jet and his friends visit the “Ready Jet Go!” website
pbskids.org/readyjetgo/
PBS KIDS ScratchJr is a collaboration between PBS, Tufts University, the MIT Media Lab, and the
Playful Invention Company. The PBS KIDS logo & PBS KIDS ® PBS. Used with permission.
ScratchJr logo is used with permission. PBS is not affiliated with the Massachusetts Institute of
Technology or Tufts University. READY JET GO! © 2016 Jet Propulsion, LLC. Ready Jet Go! and the
Ready Jet Go logo are registered trademarks of Jet Propulsion, LLC.
READY JET GO! is produced by Wind Dancer Films.
43
Ready Jet Go! Space Exploration
Sound Will there be sound in your project? Describe it.
Project Plan
44
Blocks Will there be movement in your project? Describe or draw it.
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
READY JET GO! © 2016 Jet Propulsion, LLC. Ready Jet Go! and the Ready Jet Go logo are registered trademarks of Jet Propulsion, LLC.
DAILY PARENT REPORT DAILY PARENT REPORT
Dear Parents, Dear Parents,
Today your child used the PBS KIDS ScratchJr tablet app Today your child used the PBS KIDS ScratchJr tablet app
to create a READY JET GO! animation where they visited to create a READY JET GO! animation where they visited
a planet in our solar sytem. Below are some questions a planet in our solar sytem. Below are some questions
you can ask your child to learn more. you can ask your child to learn more.
45
3 What do these blocks do? 3 What do these blocks do?
2 2
1 1
hi hi
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
READY JET GO! © 2016 Jet Propulsion, LLC. Ready Jet Go! and the Ready Jet Go logo are registered trademarks of Jet Propulsion, LLC. READY JET GO! © 2016 Jet Propulsion, LLC. Ready Jet Go! and the Ready Jet Go logo are registered trademarks of Jet Propulsion, LLC.
Informe diario para padres Informe diario para padres
Estimados padres, Estimados padres,
Hoy su hijo/a utilizo la aplicación, PBS KIDS ScratchJr para Hoy su hijo/a utilizo la aplicación, PBS KIDS ScratchJr para
crear un proyecto inspirado por las aventuras del personaje, crear un proyecto inspirado por las aventuras del personaje,
Jet, un extraterrestre. La animación tiene que ver con una Jet, un extraterrestre. La animación tiene que ver con una
jornada a otra planeta. Aquí hay unas preguntas que pueden jornada a otra planeta. Aquí hay unas preguntas que pueden
usar para iniciar una conversación sobre lo que ha hecho usar para iniciar una conversación sobre lo que ha hecho
su hijo/a. su hijo/a.
46
3 ¿Qué usos tienen estos bloques/ 3 ¿Qué usos tienen estos bloques/
botones en la aplicación? botones en la aplicación?
1 1
hi hi
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
READY JET GO! © 2016 Jet Propulsion, LLC. Ready Jet Go! and the Ready Jet Go logo are registered trademarks of Jet Propulsion, LLC. READY JET GO! © 2016 Jet Propulsion, LLC. Ready Jet Go! and the Ready Jet Go logo are registered trademarks of Jet Propulsion, LLC.
HOW PLANTS GROW
Grow a digital garden with NATURE CAT
Overview
Tally Ho! Inspired by “NATURE CAT,” in this activity children will explore cause and effect relation-
ships and what plants need to grow and thrive. Children will be challenged to create projects in PBS
KIDS ScratchJr where they make their own plants and trees grow.
Learning Goals
Children will learn how to use the PBS KIDS ScratchJr programming blocks to make animated stories
and interactive projects. They will explore coding and computational thinking practices as they utilize
technology as a tool for creativity, expression, and learning with the PBS KIDS ScratchJr app.
Keywords
• Programming/Coding
• Sequence/Algorithm
• Events
• Parallelism
Materials
47
Getting Started (5 minutes)
The context in which you are engaging in this activity will impact how you get started. Take the time
to set up cues, preview what you’re going to be doing and why, and get the kids ready and focused
for a fun and creative PBS KIDS challenge.
Today children will get to use their knowledge of nature to become gardening experts just like Daisy
and Nature Cat. Children will use PBS KIDS ScratchJr to grow their own digital plants and trees.
Tally ho!
Ask a focusing question, and have each child answer: If you could grow anything in your garden,
what would you grow?
This game is a great way to get children active and focused and also helps to reinforce the computa-
tional thinking concept of Events – one thing causing another thing to happen. The game is all about
triggers, events, and cause and effect relationships.
Model and have the group follow along as you explore how to use the Grow, Shrink, Start on Tap,
Wait, and Message Sending blocks within PBS KIDS ScratchJr by dragging each of them into the
programming area and discovering what they do.
Additionally, make sure you give children some free time to openly explore the app on their own.
Give children opportunities to share any new and exciting discoveries with the group.
48
Grow and Shrink blocks
Wait block
The Wait block is a great way to build pauses into your programs.
• Add the block into a program where you would like a pause.
• Adjust how long the pause is by tapping the number on the block and using the number pad to
change it.
The Start on Tap block is a fun alternative to the Start on Green Flag block. When using this block,
instead of triggering a program by tapping the Green Flag, you can trigger the program by tapping
the character instead. It’s a great way to make characters and projects feel more interactive.
The Message Sending blocks are a great way to trigger events, but can be a little tricky to set up.
Imagine that you want to make a tree grow every time you tap on the sun:
• First, you’re going to need to add both a sun and a tree to your project as characters.
• Now start with the sun. Connect a Start on Tap block and a Send Message block (make sure you
pay attention to what color the envelope is).
• Now tap on the tree to create its program.
• Use the Start on Message block (making sure you have matched the envelope colors), and attach
a grow block.
• Test it out. Tapping the sun should cause the tree to grow.
Every time the sun is tapped it sends a behind the scenes message, and when the tree receives that
message it grows. There are six different colored envelopes you can use by tapping the arrow at the
bottom of the Message blocks. Make sure the program that sends the message is using the same
colored envelope as the program that is set to receive the message. Otherwise, it will not work.
49
Watch (15 minutes)
View the 11-minute “NATURE CAT” episode “Ze Worm Whisperer,” and have the group pay atten-
tion to how Nature Cat and his friends help prepare the garden to help Daisy’s plants grow.
Now it’s time to for everyone to make their own plant growing projects. Make sure everyone has a
tablet to work on, and make yourself available to lend support as everyone works on their projects.
• Work as a group to create a list of all the things plants need to grow. Capture this list on the
board.
• Encourage everyone add a plant or tree character to their project, as well as some other objects
that their plant/tree needs to grow.
Challenging Option
• Encourage children to use the Start on Green Flag, Grow, and Wait blocks to create projects
where exposure to the sun, water, and worms helps plants grow.
• Encourage children to use the concept of Parallelism by using the “Start on Green Flag block to
trigger all of their characters” programs.
• Encourage children to add animations for the sun, water, and/or worm characters.
• Encourage children to make their plants grow after being triggered and after waiting for other
objects to complete their animations.
Encourage everyone to use the Start on Tap, Send/Receive Messages, and Grow blocks to create
programs that make their plants grow when other objects are tapped on.
• Tap on the Sun, and the plant should grow.
• Tap on the water, same thing.
• Is there anything that can be added and programmed that would make their plant shrink (snow,
animals, storms etc.)?
If anyone gets stuck, encourage them to reach out to each other for support.
Make it Simpler
Have children forget all of the other extra characters and just practice making the plant grow or
shrink when it is tapped on.
50
Share (15 minutes)
Have everyone swap tablets with a partner to check out each other’s projects. Encourage them to
explore which programming blocks their partner used and why. Additionally, continue to model
and encourage the giving and receiving of warm and cool feedback. Is there anything they would
change about their project after seeing their partner’s project? After 5 minutes get everyone’s atten-
tion, and ask them to share something awesome about their partner’s project with the whole group.
Keep Going
If you have extra time give children the chance to work on whatever they would like. If they received
useful feedback, were inspired by other projects, or want to attempt one of the extensions below,
this is a wonderful opportunity to do just that. Or, they can start a whole new project and can create
whatever they would like.
Coding Challenge
Challenge children to extend their projects to more deeply express their plant knowledge.
Page one could be a diagram of the different parts of the plant (using voice recorder or text
to label each part), and each subsequent page could demonstrate more facts about the
plant’s life cycle.
Literacy Extension
Using the Say blocks, children can include text in their projects to describe their plant
knowledge. This is an opportunity to explore the concept of facts versus opinions in writing. A
fact is something that has happened or is known to be true, while an opinion is something
that is believed to be true. After exploring the difference between facts and opinions,
encourage children to include at least two facts and one opinion about the plants in their
projects.
Math Extension
When working with message sending, children are practicing matching skills by ensuring
their Start on Message color matches their Send Message color. As a group, try exploring
what happens when the message colors don’t match.
Take Home
Send children home with this Parent Handout (English/Spanish) to help encourage discussion
and continued play at home!
For more videos and games featuring Nature Cat and his friends visit the “NATURE CAT” website
pbskids.org/naturecat/
51
PBS KIDS ScratchJr is a collaboration between PBS, Tufts University, the MIT Media Lab, and the
Playful Invention Company. The PBS KIDS logo & PBS KIDS ® PBS. Used with permission.
ScratchJr logo is used with permission. PBS is not affiliated with the Massachusetts Institute of
Technology or Tufts University. NATURE CAT and associated characters, trademarks and design
elements are owned by Spiffy, Entertainment, LLC © 2016 Spiffy Entertainment, LLC,
All rights reserved.
NATURE CAT is produced by Spiffy Pictures.
52
How Plants Grow Sound Will there be sound in your project? Describe it.
Project Plan
53
Blocks Will there be movement in your project? Describe or draw it.
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. NATURE CAT and
associated characters, trademarks and design elements are owned by Spiffy Entertainment, LLC © 2016 Spiffy Entertainment, LLC, All rights reserved.
DAILY PARENT REPORT DAILY PARENT REPORT
Dear Parents, Dear Parents,
Today your child used the PBS KIDS ScratchJr tablet app Today your child used the PBS KIDS ScratchJr tablet app
to create a NATURE CAT project that demonstrates how to create a NATURE CAT project that demonstrates how
plants grow. Below are some questions you can ask your plants grow. Below are some questions you can ask your
child to learn more. child to learn more.
54
2
2
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. NATURE CAT and PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. NATURE CAT and
associated characters, trademarks and design elements are owned by Spiffy Entertainment, LLC © 2016 Spiffy Entertainment, LLC, All rights reserved. associated characters, trademarks and design elements are owned by Spiffy Entertainment, LLC © 2016 Spiffy Entertainment, LLC, All rights reserved.
Informe diario para padres Informe diario para padres
Estimados padres, Estimados padres,
Hoy su hijo/a utilizó la aplicación, PBS KIDS ScratchJr para Hoy su hijo/a utilizó la aplicación, PBS KIDS ScratchJr para
crear un proyecto que demuestra cómo crecen las plantas. crear un proyecto que demuestra cómo crecen las plantas.
Este proyecto fue inspirado por las aventuras del personaje, Este proyecto fue inspirado por las aventuras del personaje,
Nature Cat, un gato de casa que sueña con explorar el aire Nature Cat, un gato de casa que sueña con explorar el aire
libre. Aquí hay unas preguntas que pueden usar para iniciar libre. Aquí hay unas preguntas que pueden usar para iniciar
una conversación sobre lo que ha hecho su hijo/a. una conversación sobre lo que ha hecho su hijo/a.
2 ¿Qué usos tienen estos bloques/ 2 ¿Qué usos tienen estos bloques/
botones en la aplicación?
55
botones en la aplicación?
2 2
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. NATURE CAT and PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. NATURE CAT and
associated characters, trademarks and design elements are owned by Spiffy Entertainment, LLC © 2016 Spiffy Entertainment, LLC, All rights reserved. associated characters, trademarks and design elements are owned by Spiffy Entertainment, LLC © 2016 Spiffy Entertainment, LLC, All rights reserved.
56
BECKY’S CHOICE
Explore cause and effect with WORD GIRL
Overview
Word up! In this activity, children will explore decision-making as they use PBS KIDS ScratchJr to help
WordGirl make a tough choice between saving the day or going to her friend’s birthday party.
Learning Goals
Children will learn how to use the PBS KIDS ScratchJr programming blocks to make animated stories
and interactive projects. They will explore coding and computational thinking practices as they utilize
technology as a tool for creativity, expression and learning with the PBS KIDS ScratchJr app.
Keywords
• Programming/Coding
• Remix
• Dilemma
• Consequences
Materials
57
Getting Started (5 minutes)
The context in which you are engaging in this activity will impact how you get started. Take the time
to set up cues, preview what you’re going to be doing and why, and get the kids ready and focused
for a fun and creative PBS KIDS challenge.
Ask the group if they can define the word, “dilemma.” Explain that a dilemma is when a difficult
choice has to be made between two or more options. Today you will be exploring dilemmas with
WordGirl. As both a superhero and a 10-year old girl, WordGirl is constantly dealing with tough
choices and today the whole group will be using the “WORDGIRL” Story Starter to help her explore
a really big dilemma and the potential consequences of her choices.
Ask a focusing question, and have each child answer: What is a time when you faced a dilemma?
Project your tablet onto a big screen and have the group follow along on their own tablets as you
go.
• Go to the Story Starters section inside the app (tap the lightbulb) and open up “Becky’s Dilemma.”
• Explain to the group that the Story Starters inside PBS KIDS ScratchJr are projects that have al-
ready been started that anyone can play with, remix, and make their own.
• Spend some time exploring “Becky’s Dilemma” together.
• First, play the project in Presentation Mode and have the children try and guess what blocks are
being used in the project. Leave Presentation mode to examine the code and see if they were
right.
• Tap on each of the characters on the first page and explore the blocks being used.
• Have the children identify the blocks and have them describe what will happen when you tap on
the Green Flag or on any of the characters.
• Test out their predictions.
• Make sure to explore how tapping on Violet and Two Brains triggers the project to go to a
different page.
Give children free time to continue to explore the other Story Starters in the app.
58
Watch (15 minutes)
View the 11-minute “WORDGIRL” episode “Smile Collector,” and have everyone look out for the
dilemma that Becky/WordGirl finds herself in. After the episode discuss why it was a hard choice for
Becky. Ask the group what they would have done if they were in Becky’s shoes? Have they ever had
a tough choice like that to make? Encourage children to share their stories.
Now that you have explored how the project works, discuss the project’s content with everyone
and capture the group’s thinking on the board.
• What is Becky’s dilemma?
• Why is this a tough choice?
• What are the consequences of both choices?
• What is a consequence?
Challenge the group to finish the project. Using the programming blocks, have everyone finish the
two alternate endings.
Encourage everyone to use all of the blocks that they know about to help bring the story to life.
Make it Simpler
If creating both endings is too much work, have children pick their favorite choice and focus on
completing the ending for that choice only.
Have everyone swap tablets with a partner, and explore by tapping through each other’s projects.
Ask the children to pay attention to which blocks their partner used, and how their endings are
different and similar. Also encourage the partners to discuss which choice they would make if they
were a superhero and faced with a similar dilemma. After a few minutes, ask for volunteers to
share something awesome about their partner’s project.
59
Keep Going (10 minutes)
If you have extra time, give children the chance to work on whatever they would like. If they received
useful feedback, were inspired by other projects, or want to attempt one of the extensions below,
this is a wonderful opportunity to do just that. Or, they can start a whole new project and can create
whatever they would like.
Coding Challenge
Challenge children to create a third choice for Becky. Have them add their new choice to the first
page and add a fourth page where they can create programs that bring that choice to life.
Literacy Extension
This activity involves exploring Becky’s choices. Children will use the Trigger blocks and Go to Page
block to convey two possible outcomes.
When introducing the choices and cause and effect relationships that make up this project,
encourage children to think of if/then “message sentences” that they want to program. For example:
• “If Becky chooses to go to Violet’s party, then she eat lots of cake while Two Brains takes over the
world.”
• If Becky chooses to stop Two Brains, then she will save the world but upset her best friend.”
These simple logic sentences are useful for programming, and also for building complex
sentences.
Alternatively, to involve more writing practice into your activity, consider adding a journaling
component where children write and/or draw about a time when they faced a tough dilemma. What
did they have to choose between and how did they make their choice? What were the consequenc-
es of their choice?
Take Home
Send children home with the Parent Handout (English/Spanish) to help encourage discussion
and continued play at home!
For more videos and games featuring WordGirl visit the “WORDGIRL” website
pbskids.org/wordgirl/
PBS KIDS ScratchJr is a collaboration between PBS, Tufts University, the MIT Media Lab, and the
Playful Invention Company. The PBS KIDS logo & PBS KIDS ® PBS. Used with permission.
ScratchJr logo is used with permission. PBS is not affiliated with the Massachusetts Institute of
Technology or Tufts University. WORDGIRL ™ Scholastic Inc. All rights reserved.
WORDGIRL is produced by Scholastic and Soup2Nuts.
60
CODING TO LEARN
1 1 1
61
2 1 2 2
10
Becky’s Choice
Sound Will there be sound in your project? Describe it.
Project Plan
62
Blocks Will there be movement in your project? Describe or draw it.
63
2 Robot Parents 2 Robot Parents
You don’t need technology to practice coding at home! You don’t need technology to practice coding at home!
Pretend you’re a robot and challenge your child to Pretend you’re a robot and challenge your child to
‘program’ you to do simple household tasks. ‘program’ you to do simple household tasks.
4 pbskids.org 4 pbskids.org
For more fun and inspiration visit pbskids.org For more fun and inspiration visit pbskids.org
to play games and watch videos featuring your to play games and watch videos featuring your
favorite PBS KIDS characters. favorite PBS KIDS characters.
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
Informe diario para padres Informe diario para padres
Estimados padres, Estimados padres,
Hoy su hijo/a utilizó la aplicación, PBS KIDS ScratchJr Hoy su hijo/a utilizó la aplicación, PBS KIDS ScratchJr
para crear un proyecto. Abajo ofrecemos cinco más ideas para crear un proyecto. Abajo ofrecemos cinco más ideas
para seguir creando y codificando en casa. para seguir creando y codificando en casa.
64
2 Juenguen “Padres Rob óticos” 2 Juenguen “Padres Rob óticos”
Uno no necesita la tecnología para practicar cómo Uno no necesita la tecnología para practicar cómo
codificar! Imagine que Ud. es un robot que sólo sigue codificar! Imagine que Ud. es un robot que sólo sigue
las instrucciones su hijo/a le da. Rete a su hijo/a que le las instrucciones su hijo/a le da. Rete a su hijo/a que le
“programa” a hacer tareas domésticas. Su hijo/a sólo “programa” a hacer tareas domésticas. Su hijo/a sólo
necesita recordar de usar mandatos sencillos y pensar necesita recordar de usar mandatos sencillos y pensar
en la secuencia de esos mandatos. en la secuencia de esos mandatos.
4 pbskids.org 4 pbskids.org
Para más diversión e inspiración visiten a pbskids.org Para más diversión e inspiración visiten a pbskids.org
donde presentamos nuestros personajes más amables donde presentamos nuestros personajes más amables
en videos y juegos digitales. en videos y juegos digitales.
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission. PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
CODING TO LEARN
Certificate of Achievement
Awarded to:
65
Congratulations on all of your hard work. You are a creative coder!
Date Signature
PBS KIDS and the PBS KIDS Logo are registered trademarks of PBS. Used with permission. ScratchJr logo is used with permission.
66