Creative Coding Studio · Lesson 6

Studio build: two sprites that cooperate

Ākonga use broadcast messages so one sprite triggers another, and draw the message flow before wiring it, so the coordination is designed rather than discovered.

Other teaching approach: Unplugged Computational Thinking Seminar →
Year 7 Digital Technology · Computational Thinking

Lesson 6: Broadcasting Messages & Multi-Sprite Event Coordination

Developing computational thinking through Scratch block coding, algorithms, and Te Ao Māori perspectives.

🎯 Ngā Whāinga Akoranga | Learning Intentions

🧠 Students will know:

Broadcasting as an event-driven signal mechanism allowing different sprites to communicate, trigger scene changes, and synchronize actions.

✏️ Students will demonstrate:

Send and receive broadcast messages ('broadcast [game over]', 'when I receive [start game]'), coordinate multi-sprite conversations, and switch backdrop scenes.

🎥 Media Anchor & Pedagogical Scaffold

Scratch — Events: Broadcast Command & Coordinating Actions

Video Clip: Explains how event programming works in Scratch — one part of a program waits for a signal from another. Covers broadcast and receive blocks for coordinating multiple sprites.

🧠 1. Before Viewing (Activate & Predict)

How do multiple sprites in Scratch know when it is their turn to speak or act without interrupting each other?

👁️ 2. During Viewing (Watch With a Job)

  • Watch the full clip. Identify the two blocks that work as a pair: "broadcast [message]" and "when I receive [message]" — which sprite sends, and which receives?
  • Think about the difference between using a "wait 2 seconds" block versus a broadcast — why is the broadcast approach more reliable for timing?
  • After watching, add a broadcast to your project so that one sprite triggers an action in a second sprite — for example, a scene change or a response.

🗣️ 3. After Viewing & Kaiako Move (Process & Apply)

Kaiako Move: Demonstrate building a multi-scene animated pūrākau (e.g. Māui slowing the sun) using broadcast messages for scene changes.

Immediate Task: Complete Section 6 of your Digital Tech Logbook: Broadcast Communication Map & Multi-Scene Script.

⚡ Whakaoho | Do Now: The Director and the Stage Crew (10 mins)

In pairs: one of you is the director, one the stage crew. The director holds up cards that say "Scene 1" and "Scene 2"; the crew changes the paper backdrop each time a card goes up. That card is a broadcast — one message, many listeners. Today the sprites get the same system.

📖 Activity 1: Two Scenes, One Message — Broadcast in Action (25 mins)

Build the two-scene pūrākau starter with the projector: broadcast [scene-1] from the stage, and when I receive [scene-1] scripts on the sprites that switch backdrops and show or hide characters. Add scene 2 with its own backdrop and a new sprite entrance, sending and receiving exactly the message names you chose. Then plan scene 3 on paper first — which sprites hide, which listen, what the message is called — before you build it. House rule: message names must describe the scene, never "message1".

📝 Activity 2: Digital Tech Logbook & Code Reflection (20 mins)

Draft your formal Digital Tech Logbook entry for Lesson 6. Apply exact programming vocabulary (e.g., broadcast, when I receive, message, scene, event, coordinate) to explain your code decisions.

🏫 Kaiako Planning & Pedagogy Notes

Year 7 Curriculum Alignment: Broadcasting and multi-sprite coordination (NZC Technology; Te Mātaiaho Phase 3) — one message, many listeners: the coordination Lesson 8's scenes need.