Integrating Scratch into the primary classroom setting:
- Where could this application be used?
Scratch could be used in the middle years classroom to create problem based math activities.
- How could this application be integrated?
Students could be presented with the challenge of developing a Scratch game to illustrate a particular maths concept i.e. angles, x,y coordinates, prime numbers, multiples. The Scratch game I have created is based on a knowledge of multiples.
- What would students learn?
Students would learn the importance of planning, testing and evaluating in hands on, problem solving activities. Scratch also introduces students to basic computer programming language as they create sequences of commands, use conditional statements and variables.
- Why should this application be used?
Scratch gives students the opportunity to work logically, creatively and collaborataively on engaging multimedia projects. The basic programming skills developed within the Scratch environment allow students to take on the role of computer programmers, game designers and multimedia producers.
- Which key learning theory could be addressed?
This application supports constructivist approaches to learning including Social Activism theory (Dewey) and Discovery Learning (Bruner). Students should be encouraged to share and collaborate on programming solutions. Discovery learning is supported as students plan, test and evaluate during the project.
My Scratch Project: http://scratch.mit.edu/projects/jamavon/1061023
Instructions: Sammy the Shark Game
- Sammy the Shark loves to eat fish, however certain fish will make Sammy sick ( he turns yellow ). Can you use mathematical reasoning to work out which fish are making Sammy sick and why?
- Use your mouse pointer to move Sammy and make him eat the fish.
- Answer ( Sammy will only eat fish that are a multiple of 3! )

