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40 mins
Teacher/Student led
+80 XP

Strand 1 Challenge Build

Combine planning, coding and testing skills into one small build. Choose a project, plan it with pseudo-code or a flow chart, build it in Scratch or MakeCode Arcade, test as you go, then share for feedback and improve it.

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    1 - Start ~4 mins

    Illustration for StartYou have built Scratch programs, planned with pseudo-code and flow charts, made arcade games, evaluated each other's work, and looked at what is inside a computer and what computing means in the world. Today you put Strand 1 together in one free-choice build: plan it, make it, test it, then show it and improve it from feedback.

    2 - The Challenge ~4 mins

    Illustration for The challengeYour challenge is a small build you can finish in this lesson. Follow this order:

    1. Choose something small: a short quiz, a sprite that reacts in two different ways, a mini collector with a score, or one new feature on a game you already have.
    2. Plan first with either pseudo-code or a flow chart. Write the goal, the main steps, and any decision (if / else) you will need.
    3. Build it in Scratch or MakeCode Arcade, matching your plan.
    4. Test and debug as you go. When something breaks, use the routine: read the symptom, find the block or line, form a hypothesis, test it, revert if wrong.
    5. Show your build to a partner (or a group of three if needed), take one piece of feedback, and make that one change.

    Done looks like: a short plan, a program with at least one working path that matches the plan (even if rough), one bug you found and fixed (or one test that passed cleanly), and one change made from feedback.

    Scope example (mini collector):

    • Goal: player picks up coins; score goes up; win at 5
    • Step 1: set score to 0 when the program starts
    • Step 2: move the player with arrow keys
    • Step 3: when player touches coin, change score by 1 and hide coin
    • Decision: if score = 5 then show You win, else continue

    Bug I fixed: score stayed at 0 because change-score was outside the forever loop; I moved it inside so it runs on every touch.

    3 - Hands-on: Plan and Build ~20 mins

    Work through the challenge up to a working first version. Aim for plan plus one working path that matches it, even if the rest is still rough.

    1. Write your plan as pseudo-code or draw it as a flow chart. Keep it short. Use this frame if it helps:
      • Goal: what the build should do
      • Step 1
      • Step 2
      • Step 3
      • Decision: if … else …
      Pick one starter if you are stuck: a short quiz, a sprite that reacts in two ways, a mini collector with a score, or one new feature on a game you already have. The mini-collector plan on the board shows how small "done" can be.
    2. Open Scratch or MakeCode Arcade. Start a new project, or open a saved game if you are adding one feature. If your earlier work is missing, start fresh from your plan.
    3. Build the program so it matches the plan. Use variables, loops, decisions or events where they help, not for show.
    4. Before you run it the first time, pause and say what you expect to happen. Then run it. When something is wrong, use the debugging routine: read the symptom, find the block, form a hypothesis, test it, revert if wrong.
    5. Checkpoint: about halfway through this block you should already have run the program once. If you have not, cut the scope now to one goal and one decision so a first run is working before you save.
    6. Save your project the class way before the share round.

    By the end of this step you should have a short plan and a program that runs at least one clear path and roughly matches the plan.

    4 - Hands-on: Show, Feedback, Improve ~6 mins

    Work in a pair when you can (groups of three only if numbers need it):

    1. Each person runs their build once while the other watches (about one minute each).
    2. For each build, name one strength and one improvement.
    3. Choose one piece of the feedback you received and make that single change in your program.
    4. Test the change, then save your project the class way again.

    You are done when your program includes one clear change that came from the feedback.

    5 - Make Sense ~3 mins

    Pull the threads together. A solid Strand 1 build starts with a plan (pseudo-code or a flow chart), becomes code that follows that plan, is tested and debugged on purpose, and gets sharper when someone else tries it. The four computational-thinking steps are what made the plan usable: breaking the idea down, spotting repeated patterns, leaving out detail that did not matter, and writing clear steps the computer (and a classmate) could follow.

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