2. Introduce the idea of input, which is data or information that is provide by the user or programmer. The data or
information is then used, in some way, to influence the outcome of the code. A real life example would be if you
ask someone what their favourite flavour of ice cream is (seeking their input) and they respond that it is chocolate
(the data or information) and you use that response to determine what flavour of ice cream to purchase for a treat
(using the data to influence the outcome).
Discussion: Can students think of a real-life example of a time when they have sought input?
3. In small groups or as a class, brainstorm with students the types of questions they will ask in their quiz game,
including a mix of questions about the impacts of aviation on the environment, as well as strategies that can be
used to reduce this impact. Some sample prompts include:
o What are some positive and negative impacts of flight and airplanes?
o What populations are mostly negatively and positively impacted by flight and airplanes? Why?
o What are the components of airplanes that have positive and negative impacts on our lives and
environments?
Planning Our Project:
Provide students with the project planner and encourage students to create between three and ten questions about
the impacts of aviation. Students should plan out their questions 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 a game, 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.
Part 1: Set Up
1. Use the Choose a Backdrop button and select the Paint Editor to create a series of backdrops that include the
answers to each question that will be asked. Each question should have its own backdrop that includes just the
answers for that question (i.e., the question will be included as part of your code) and be sure to name your
backgrounds clearly.
2. Choose a sprite to serve as the “host” of your game. All code written for this project will be in this sprite.
Part 2: Opening Scene & Score
1. Add the When Green Flag Clicked block and use the Go To X () Y () block to position your sprite
2. In the Variables menu, create a variable called Score and uncheck the variable so it does not appear on screen.
3. Use the Set () to () block to set the Score variable to 0.
4. Using as many Say () for () Seconds blocks as needed, provide information that the player needs to know at the start
of the game, including but not limited to:
a. Introduce the sprite as the host
b. Explain the goal of the game
c. Explain how the player will be presented questions and be able to answer them
5. Finally, add a Say () block and instruct the player to press the space bar to begin the game.
6. Use a Wait Until () block and drag a Key () Pressed? block from the blue Sensing menu into the empty space of the
Wait Until () block. Set it to the Space key.
7. Finally, add a Switch Backdrop To () block and set it to switch to the background that represents your first question.