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Preparing for the Kahui Ako Scratch Challenge

During the competition day students will have 30 minutes to make a game on scratch.
The game will be at a similar level of difficulty as the two examples below.
A point will be awarded for completing each of the 10 instructions.

Students will need to use their email address to set up their own scratch account.
Each student will also need to bring their own device with them to St Mary’s Rotorua for the challenge.
Students will follow the instructions that are given and then email a link to their project to the designated markers
email account.

EXAMPLE 1 CATCH THE RAT


Get students to have a go at following these instructions in less than 30mins.

1 Name your new project as “Your name catches a rat”, then change the background to a forest.
2 Get a rat to move randomly around your screen
3 Draw a trap and get it to follow your pointer
4 Add a bird that moves randomly around your screen
5 Adjust the speed of the three objects so that the bird is the fastest followed by the rat and the trap is the slowest
6 Add a sound effect so that the rat squeaks regularly as it moves
7 Add a sound effect that goes off whenever the trap contacts the rat.
8 Add a counter so that every time the trap is made to contact the rat a point is added
9 Add to the program so that every time the rat contacts the bird a point is lost from the counter
10 Add to the program so that every time the trap contacts the bird a point is lost from the counter

When you have finished, click on your login name in the top right hand corner and go to the “my Stuff” drop down
menu and select your program. On the orange bar near the top select “Share” to make it public. Then click on
“copy link” and paste the link it creates into an email. Send the email to the designated markers gmail account.
scratch.marking22@gmail.com

ANSWER BELOW

https://scratch.mit.edu/projects/720768058
EXAMPLE 2 PETER THE FISHERMAN
When Peter was exhausted after a fruitless day of fishing in the sea of Galilee, Jesus spoke to him. He told him to
throw his net one more time, but on the other side of the boat. He caught so many fish that his boat was
overflowing.
1. Make the bottom half of your background dark blue and the top half light blue
2. Draw a simple boat with Peter standing in it.
3. Make the boat appear to sway back and forth in the waves
4. Include a fish that moves horizontally back and forth, but only on one side of the boat
5. Make it so the fish always swims forward
6. Make it so the fish always swims upright
7. Draw a square grid to represent peters net and place it in his hands on the boat
8. When the space bar is pressed the net moves up into the air and lands in the water.
9. If the net lands on the fish one point is added to a score counter
10. Make a sound play repetitively

To hand it in for marking…..


Click on your login name in the top right hand corner and go to the “my Stuff” drop down menu and select your
program.
On the orange bar near the top select “Share” to make it public.
Then click on “copy link” and paste the link it creates into an email.

ANSWER BELOW

https://scratch.mit.edu/projects/722068534

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