Kelly Warburton▸ U3: English Connections

Living Things Game (Scratch Jr)

My Grade 3 class used Scratch Jr to create a game about living things.

Before programming the game we explored a number of apps and the symbols they use to represent 'home/menu', 'play/start', 'settings' and 'help'. We took screen shots of the symbols and some students created a mind map in Popplet while others used Book Creator to create a table. This exploration allowed them to consider what symbols they might need/use when creating their game.

The home page for the game had information about what a living thing is and MRS GREN. When each letter of MRS GREN was clicked, the word for that letter appeared.

When the play button was clicked, the user is faced with two images, one living and one not living. The user refers to MRS GREN to decide which is living and moves the character to that image. If correct, the game progresses to the next screen, if not, they are asked to try again.

I created the algorithms for the first few screens of the game and the students had to follow instructions to recreate these algorithms. They were then asked to recognise patterns and use what they had learnt to create their own screens and a 'Game Over/Congratuations' screen.

Students could also research MRS GREN and the living things that appear in their game and present this information as a report (informative texts).

Or, they could create a poster to promote their game (persuasive texts).

These could be created using Book Creator or other word processing software.


Plan, draft and publish imaginative, informative and persuasive texts demonstrating increasing control over text structures and language features and selecting print,and multimodal elements appropriate to the audience and purpose (ACELY1682)

Use software including word processing programs with growing speed and efficiency to construct and edit texts featuring visual, print and audio elements (ACELY1685)

Digital Technologies

Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input (ACTDIP011)

Recognise different types of data and explore how the same data can be represented in different ways (ACTDIK008)


Living things can be grouped on the basis of observable features and can be distinguished from non-living things (ACSSU044)


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