2. Introduce the idea of a conditional, a statement that allows the computer to respond to different situations (or
conditions) based on a certain set of criteria. There are two main types of conditionals.
a. If/then conditionals are only able to respond to one condition. You can create multiple conditionals to
respond to different data, but each conditional on its own is just able to respond to one condition. Some
real-life examples include:
● If it is raining, then bring an umbrella
● If you are hungry, then eat a snack
● If it is cold outside, then wear a sweater
b. If/then/else conditionals are slightly different. The else can be thought of as a “none of the above” option,
similar to a multiple choice test. The else will only run if the condition for the if/then is false. Some real-
life examples include:
● If it is raining, then bring an umbrella, else leave the umbrella at home
● If you are hungry, then eat a snack, else don’t eat a snack
● If it is cold outside, then wear a sweater, else wear a t-shirt.
Discussion: Can students think of other real-life examples of conditional statements?
3. Brainstorm with students to generate ideas for their animated story. Some discussion prompts include:
o What is matter?
o How does matter change state?
o What are the characteristics of different states of matter?
o Where can we see changes in states of matter?
Planning Our Project:
Provide students with the animated story project planner and encourage students to create between three and four
scenes in their story; however, some students may require more. Students should create an outline of their scenes by
drawing pictures and writing a few words or sentences, including any dialogue that will appear on screen, and starting
to plan their code, if applicable. Teachers may wish to provide a list of words from which to choose, a scribe, or other
assistive technology to support students.
Creating Our Project:
Since every student’s project will be unique, there is no single, step-by-step set of instructions to follow; however, the
information below will support your students in the general process of creating an animated story, as well as key
features that they will likely want to include. This sample code further demonstrates how the project might work and
please note that there is code included for each of the sprites and the stage. For your reference, Scratch determines
where to display sprites and controls movement using a Cartesian coordinate system, with (0,0) being the center of the
screen and it may be helpful to pre-teach this concept, if it is one with which students are unfamiliar.
1. Choose or create your backdrop(s) for the project. If adding multiple backdrops, all of them can be added now or
later on but be sure to rename your backdrops as appropriate to help keep track of them through the project.
2. Delete the cat sprite that is automatically added to your project and press the “choose a sprite“ button to select a
new sprite. You may wish to add all sprites that will be needed at this time. Remember that each sprite is
programmed separately, so be sure that you have selected the correct sprite before starting to write your code.
3. Your code must always start with an Event block. In this project, you will likely use the “When Green Flag Clicked“
block. You will also likely use the “When I Receive ()“ block, in combination with the “Broadcast ()“ block throughout
your code to trigger events to create the appearance of interactions between your sprites.