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Primary 5
Visual Programming & Block Logic I

Visual programming and block-based game logic with Scratch.

Age 10–11 years 3 Terms 8 Weeks per Term Software Scratch 3.0 Desktop
Term-by-Term Curriculum

Every Week,
Something Built.

Designed for offline delivery on shared lab computers — no theory-only sessions, every week ends with something the student made, built, typed, or designed. Select a term to see its full breakdown.

1

Scratch Interface

Sprites, Backdrops, Stage grid, Green Flag triggers.

2

X/Y Cartesian Coordinates

Motion blocks: 'go to x: y:', 'glide to'.

3

Keyboard Event Controls

Mapping arrow keys to sprite directional motion.

4

Sequential Logic & Mazes

Step-by-step algorithms; drawing maze backdrops.

5

Loops & Costume Switching

'forever' vs 'repeat' loops, walking animations.

6

Dialogue & Speech Mechanics

Speech bubbles 'say for 2 secs', audio delays.

7

Scene Transitions

Backdrop switching blocks triggered by events.

8

Term 1 Project

Code an animated 2-character story about environment cleanup.

End of Term 1 Project

Animation & Sequence Logic

Code an animated 2-character story about environment cleanup.

9

Collision Sensing

'touching color?' and 'touching sprite?' sensors.

10

Conditional Logic

'if-then' statements, triggering actions on impact.

11

Multi-Branching Logic

'if-then-else' dual-outcome conditional blocks.

12

Sound & Audio Effects

Importing sounds, pitch control, volume blocks.

13

Sprite Drawing Tools

Using Pen extension to draw shapes programmatically.

14

User Mouse Interaction

'mouse_x', 'mouse_y', 'follow mouse-pointer'.

15

Interactive Quiz Basics

'ask and wait' input blocks, answer checking.

16

Term 2 Project

Code a maze game where touching walls resets position.

End of Term 2 Project

Sensing Logic & Dynamic Interaction

Code a maze game where touching walls resets position.

17

Gravity & Jumping Mechanics

Simulating jump physics using Y-velocity.

18

Scrolling Backgrounds

Moving backdrop elements for motion simulation.

19

Enemy Patrol AI

Programming automated left-right bouncing enemy movement.

20

Health & Lives System

Creating custom sprite health states via costumes.

21

Win/Loss Conditions

Coding explicit victory and game-over screens.

22

User Interface Design

Placing start buttons, title screens, instructions.

23

Code Optimization

Cleaning up redundant blocks and script organization.

24

Term 3 Project

Build a 1-level 'Platformer Game' with jumping and enemies.

End of Term 3 Project

Game Design & Physics Concepts

Build a 1-level 'Platformer Game' with jumping and enemies.