Best for
The Year 7 Creative Coding Studio unit, where it is the assessed spine. It also works on its own for any Scratch unit that needs a record of design decisions rather than a folder of .sb3 files.
Digital Technologies • Creative Coding Studio • Years 7–8 • Assessed build log
Ten sections, one per lesson. This is where you write down what you built, what went wrong, and what you changed to fix it. Programmers keep a log like this because nobody remembers on Friday what they changed on Tuesday. It prints to A4 — your kaiako will give you the whole booklet at the start of the unit.
Fill in a section at the end of each lesson while it is still fresh — about ten minutes. Write what you actually did, not what you meant to do. A bug you wrote down and fixed is worth more marks than a project with no bugs recorded, because it shows your thinking. If you ran out of time, say so and say where you got to. An honest half-section beats an invented full one.
Lesson 1. No computers this lesson — this is all on paper.
The everyday task I turned into an algorithm
My algorithm, step by step (use as many lines as you need; number every step)
When a classmate followed my algorithm exactly, the first place it went wrong was…
What I had assumed the reader already knew (this is nearly always the bug)
The step I rewrote, and how I rewrote it
Decomposition check — my algorithm has: ☐ a clear start ☐ one action per step ☐ steps in an order that cannot be swapped ☐ a clear finish
Lesson 2. First lesson on the computers.
My project name: Sprite(s) I used:
Label the four parts of the Scratch window from memory — where each one is and what it does
Block palette: Code area:
Stage: Sprite list:
Write out the blocks in my first script, in order, top to bottom
A sprite at x: 0, y: 0 is in the middle of the stage. To move it to the top-right corner I would set x to about and y to about
Something that did not do what I expected, and what I found out
Lesson 3. Loops.
In my Lesson 2 script I had blocks repeated. Which blocks, and how many times?
I replaced them with this loop
Blocks before: Blocks after: Blocks saved:
Pen shape I drew, and the two numbers inside my loop
Shape: repeat turn degrees
Those two numbers are related. Write the rule you found:
One thing in my project that should use forever and not repeat — and why
Lesson 4. Asking, storing, remembering.
The questions my chatbot asks, in order
Variables I made, and what each one holds
Name: holds:
Name: holds:
Memory trace — fill this in as you run your chatbot once
After question 1, answer holds:
After question 2, answer holds:
What happened to the first answer once the second question was asked?
That is why I had to store the first answer in a variable. Explain in your own words:
Lesson 5. Decisions.
Draw the flowchart for one decision in my project — the condition in a diamond, the two ways out labelled true and false
The condition I actually used, written as it appears in the hexagon block
What happens when it is true
What happens when it is false (write “nothing” if you used if-then rather than if-then-else)
I tested it by deliberately making the condition true, then deliberately making it false. Result:
True case did what I expected: ☐ yes ☐ no —
False case did what I expected: ☐ yes ☐ no —
Lesson 6. Sprites talking to each other.
My broadcast map — one row per message
Message name: sent by: received by:
Message name: sent by: received by:
Message name: sent by: received by:
Before I used broadcasts I could have tried to time my sprites with wait blocks. Why is that worse?
One message that did not arrive, and what was wrong (check spelling of the message name first — it catches most people)
Lesson 7. Making it a game rather than an animation.
How a player wins: How a player loses:
Score goes up when… Lives go down when…
Where in my code do score and lives get set back to their starting values, and why does that have to happen there?
Playtester feedback — get two people who did not build it to play it
Tester 1 said:
Tester 2 said:
The one change I made because of that feedback
Was my game too easy, too hard, or about right for a first-time player?
Lesson 8. Telling a story with code.
The pūrākau I am working with, and where I got it from
Source (book, website, or a person who told it to me — name it):
Storyboard — one row per scene
Scene 1: backdrop sprites what happens
Scene 2: backdrop sprites what happens
Scene 3: backdrop sprites what happens
Scene 4: backdrop sprites what happens
Which broadcast message moves the story from one scene to the next?
Audio log — what I recorded, in which language, and how many takes it took
Something I chose not to put in my animation, out of respect for the story or the people it belongs to
Lesson 9. Finding out why it does not do what you told it to.
Bug log — three bugs, from the clinic project or your own
Bug 1. What I expected: What happened instead:
How I found the cause: The fix:
Bug 2. What I expected: What happened instead:
How I found the cause: The fix:
Bug 3. What I expected: What happened instead:
How I found the cause: The fix:
Peer review — I reviewed ’s project
One thing that works well:
One thing I could not work out as a player, and where I got stuck:
One specific suggestion (name a block or a scene, not “make it better”):
Lesson 10. Hand the whole booklet in with this section finished.
Project title: Type: ☐ game ☐ pūrākau animation ☐ other:
In two sentences, what does it do?
Tick what your project actually contains, and write where each one is
The hardest problem I solved, and how I solved it
Something in my project I would build differently if I started again
Look back at Section 1 — your paper algorithm from before you had ever opened Scratch. What do you know now that you did not know then?
Shared to the class studio: ☐ yes ☐ no Project link or code:
If your project is not finished, hand the logbook in anyway. The log is the assessed piece — it shows how you think — and an accurate record of an unfinished build is worth more than a tidy story about a finished one.
Ngā kōrero kaiako · Teacher notes — everything below supports the logbook; it is not part of the printed booklet.
A booklet full of bugs and rewrites is a strong booklet. Say so out loud in Lesson 1, or ākonga will hide their mistakes.
Section 8 asks ākonga to name where their pūrākau came from and to record something they chose not to animate. Both prompts exist so that a story is treated as belonging to someone. Do not put Māori ākonga in the position of ruling on whether a classmate’s retelling is acceptable — that is not their job. If a class is working with a local pūrākau, the permission conversation is a kaiako-to-community conversation, held before Lesson 8, not a task delegated to a twelve-year-old.
Section 10 asks whether the project was shared to a class studio. Shared studios are public-facing: run the digital citizenship handout first, and check your school’s policy on ākonga accounts before anyone publishes.