Task 7: Visual Programming

A classroom activity that uses an existing Scratch game is ‘Imagine a world.’ The teacher will commence the lesson by instructing students to form a circle. She will start with the prompt, “Imagine a world where” and tell each student to share something they wish for the world. Subsequently, the teacher will demonstrate how to use the coding cards. Students will use these cards to create their own projects based on the theme ‘Imagine a world.’

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