FREE

Resources to Download and Print

This page is an overview of the 3 stages in learning Maths (the ‘M’ in STEM) from ages 3 to 16 approx. When the developers of Scratch in MIT added Ready-Steady-Code vector grids into the backdrop library in 2017, Scratch became even better suited to support the ‘M’ of STEM. It is possible for teachers to correlate assignments in sum copies with Scratch coding. The learning objectives and outcomes listed under the Maths labels of Number, Spatial Awareness, Shape and Logical Reasoning are compatible with the coding objectives of Scratch +Ready-Steady-Code for this age group. All feedback is welcome. 

Maths Objectives and Computational Thinking for 8 – 9 Yr olds 20 short half-hour lessons in keeping with the Hour of Code concept, reinforcing Maths learning outcomes with the Computational Thinking concepts. The lessons  include Scratch Paint Editor skills which are basic to the projects. The Maths content is age-appropriate and suited to the Irish school system but for those outside of  Ireland it may not comply with the curriculum in their jurisdiction. 

 40 page Book for Teachers of 8-9 year olds Blend Scratch coding into enquiry based Maths learning with just 20 short easy sessions over the year.

 

Worksheet 1: Computational Thinking Random Numbers 1 to 10 for 8-9 year olds

 

Worksheet 2: Computational Thinking Random Numbers PLUS a number for 8-9 year olds

 

Worksheet 3: Computational Thinking Your Number minus a Random Number

 

Worksheet 4: Computational Thinking A Random Number Minus Your Number

 

Worksheet 5: Solve a Maths Puzzle with Scratch

 

Worksheet 6: TENS & UNITS with the Scratch MOD 10 block

 

Worksheet 7: TENS & UNITS with the Scratch MOD 10 block

 

Worksheet 8: Looking at TWO DIGIT numbers

 

Worksheet 9: Adding two 2-Digit Numbers up to 99

 

Worksheet 10: Check your Answers with Scratch

 

Worksheet 11: Subtracting two 2-Digit Numbers up to 99

 

Worksheet 12: FUN Counting Sheep

 

Worksheet 13: Greater Than, Less Than, Equal to

 

Worksheet 14: Random Numbers Multiplied by 2 or 3

 

Scratch Cat colouring page

 

Scratch Duck colouring page

This page is an overview of the 3 stages in learning Maths (the ‘M’ in STEM) from ages 3 to 16 approx. When the developers of Scratch in MIT added Ready-Steady-Code vector grids into the backdrop library in 2017, Scratch became even better suited to support the ‘M’ of STEM. It is possible for teachers to correlate assignments in sum copies with Scratch coding. The learning objectives and outcomes listed under the Maths labels of Number, Spatial Awareness, Shape and Logical Reasoning are compatible with the coding objectives of Scratch +Ready-Steady-Code for this age group. All feedback is welcome.

Maths Objectives and Computational Thinking for 9-10 Yr olds

20 short half-hour lessons in keeping with the Hour of Code concept, reinforcing Maths learning outcomes with the Computational Thinking concepts. The lessons include Scratch Paint Editor skills which are basic to the projects. The Maths content is age-appropriate and suited to the Irish school system but for those outside of Ireland it may not comply with the curriculum in their jurisdiction. Draw the Scratch Stage in Your Sum Copy

With this sheet you learn the relationship between your sum copy and Scratch. Map the Scratch stage onto your copy and place a dot in a position top left. When you open Scratch and get the grid backdrop, you code a sprite to move from centre to the exact same position top left.

Same Rectangle in Sum Copy and in Scratch 

This resource is a companion to the on-line video on the web site.  With pen and ruler you draw a rectangle in your sum copy with a starting position (or anchor point) top left. When you open Scratch and get the grid backdrop, you use the code shown here to make a sprite draw a similar square anchored in the exact same position top left.

Worksheet x: Available soon

 

Worksheet x: Available soon

 

Worksheet x: Available soon

 

Worksheet x: Available soon

 

Worksheet x: Available soon

 

Worksheet x: Available soon

 

Worksheet x: Available soon

 

Worksheet x: Available soon

 

Worksheet x: Available soon

 

This page is an overview of the 3 stages in learning Maths (the ‘M’ in STEM) from ages 3 to 16 approx. With the Ready-Steady-Code fine-line grids in the bqckdrop library since 2017, Scratch is even better suited to support the ‘M’ of STEM. It is possible for teachers to correlate assignments in sum copies with Scratch coding. The learning objectives and outcomes listed under the Maths labels of Number, Spatial Awareness, Shape, Measurement, Algebra, Data, Logical Reasoning and Computational Thinking are compatible with Scratch +Ready-Steady-Code for this age group. All feedback is welcome.


 Maths Objectives and Computational Thinking for 10-11 Yr olds The booklet for 10-11 year olds blends Scratch code into enquiry based Maths learning over the year with just 24 short easy sessions.  The book also sits perfectly with the Hour of Code and reinforces the Maths learning outcomes with Computational Thinking concepts. The lessons include Scratch Paint Editor skills which are basic to the projects. The Maths content is age-appropriate in the Irish context but outside of Ireland  it may not comply with the curriculum for this age group.   Draw the Scratch Stage in Your Sum Copy

With this sheet you learn the relationship between your sum copy and Scratch. Map the Scratch stage onto your copy and place a dot in a position top left. When you open Scratch and get the grid backdrop, you code a sprite to move from centre to the exact same position top left.

 
Same Rectangle in Sum Copy and in Scratch This resource is a companion to the on-line video on the web site.  With pen and ruler you draw a rectangle in your sum copy with a starting position (or anchor point) top left. When you open Scratch and get the grid backdrop, you use the code shown here to make a sprite draw a similar rectangle anchored in the exact same position top left. Using the variables width and height in slider mode you can draw rectangles of various dimensions.

 
Scratch Algorithms in Franctions and Decimals This worksheet teaches how Scratch presents Fractions and Decimals

This page is an overview of the 3 stages in learning Maths (the ‘M’ in STEM) from ages 3 to 16 approx. With the Ready-Steady-Code fine-line grids in the backdrop library since 2017, Scratch is even better suited to support the ‘M’ of STEM. It is possible for teachers to correlate assignments in sum copies with Scratch coding. The learning objectives and outcomes listed under the Maths labels of Number, Spatial Awareness, Shape, Measurement, Algebra, Data, Logical Reasoning and Computational Thinking are compatible with Scratch +Ready-Steady-Code for this age group. All feedback is welcome. Maths Objectives and Computational Thinking for 11-12 Yr olds

The booklet for 11-12 year olds blends Scratch code into enquiry based Maths learning over the year with just 24 short easy sessions.  The book also sits perfectly with the Hour of Code and reinforces the Maths learning outcomes with Computational Thinking concepts. The lessons include Scratch Paint Editor skills which are basic to the projects. The Maths content is age-appropriate in the Irish context but outside of Ireland  it may not comply with the curriculum for this age group. Draw the Scratch Stage in Your Sum Copy

This sheet shows the relationship between your sum copy and Scratch. Map the Scratch stage onto your copy and place a dot in a position top left. When you open Scratch and get the grid backdrop, you code a sprite to move from centre to the exact same position top left. Same Rectangle in Sum Copy and in Scratch This resource is a companion to the on-line video on the web site.  With pen and ruler you draw a rectangle in your sum copy with a starting position (or anchor point) top left. When you open Scratch and get the grid backdrop, you use the code shown here to make a sprite draw a similar rectangle anchored in the exact same position top left. Using the variables width and height in slider mode you can draw rectangles of various dimensions. The page also has active links to other shared projects, one that draws a circle and another that measures angles with a virtual protractor. Sample Worksheet on Angles and Rotations This worksheet is about completing a full rotation of 360º. Discover the many ways by changing the size of the angle and the number of times to turn it.

This page is an overview of the 3 stages in learning Maths (the ‘M’ in STEM) from ages 3 to 16 approx. With the Ready-Steady-Code fine-line grids in the backdrop library since 2017, Scratch is even better suited to support the ‘M’ of STEM. It is possible for teachers to correlate assignments in sum copies with Scratch coding. The learning objectives and outcomes listed under the Maths labels of Number, Spatial Awareness, Shape, Measurement, Algebra, Data, Logical Reasoning and Computational Thinking are compatible with Scratch +Ready-Steady-Code for this age group. All feedback is welcome. Maths Objectives and Computational Thinking for 12-13 Yr olds The booklet for 12-13 year olds blends Scratch code into enquiry based Maths learning over the year with just 24 short easy sessions.  The book also sits perfectly with the Hour of Code and reinforces the Maths learning outcomes with Computational Thinking concepts. The lessons include Scratch Paint Editor skills which are basic to the projects. The Maths content is age-appropriate in the Irish context but outside of Ireland it may not comply with the curriculum for this age group. Draw the Scratch Stage in Your Sum Copy

This sheet shows the relationship between your sum copy and Scratch. Map the Scratch stage onto your copy and place a dot in a position top left. When you open Scratch and get the grid backdrop, you code a sprite to move from centre to the exact same position top left. Same Rectangle in Sum Copy and in Scratch

This resource is a companion to the on-line video on the web site.  With pen and ruler you draw a rectangle in your sum copy with a starting position (or anchor point) top left. When you open Scratch and get the grid backdrop, you use the code shown here to make a sprite draw a similar rectangle anchored in the exact same position top left. Using the variables width and height in slider mode you can draw rectangles of various dimensions. The page also has active links to other shared projects, one that draws a circle and another that measures angles with a virtual protractor.

 

This page is an overview of the 3 stages in learning Maths (the ‘M’ in STEM) from ages 3 to 16 approx. When the developers of Scratch in MIT added the Ready-Steady-Code fine-line grids into the backdrop library in 2017, Scratch became even more suited to teachers who wanted to support the ‘M’ of STEM. It is possible for teachers to correlate written assignments with Scratch coding, for example Ready-Steady-Code fine-line grids can simulate a graph paper backdrop. The Maths objectives and outcomes for primary and lower secondary including Logical Reasoning and Computational Thinking are compatible with Scratch +Ready-Steady-Code for 13 year olds and up. All feedback is welcome.

Maths and Scratch in the Junior Secondary Cycle This resource gives fifteen interactive links directlly to shared Scratch projects, all short, practical  under the labels, Area, Perimeter & Circumference (rectangle and circle), Triangles (angles, 180º in triangle, use of Protractor, discover the hypotenuse, discover like Pythagoras), 3D Volume (Cube, Cylinder, Cone), Graphs, Charts, Algebra, Problem-solving Logic supported by Scratch +Ready-Steady-Code.

Draw the Scratch Stage on Graph Paper. This sheet shows the relationship between graph paper and Scratch. Map the Scratch stage onto the page of a copy or graph paper and place a dot in a position top left. When you open Scratch and get the grid backdrop, you code a sprite to move from centre to the exact same position top left.

Similar Rectangle in Same Location on Graph Paper and in Scratch. This resource is a companion to the on-line video on the web site.  With pen and ruler you draw a rectangle in your sum copy with a starting position (or anchor point) top left. When you open Scratch and get the grid backdrop, you use the code shown here to make a sprite draw a similar rectangle anchored in the exact same position top left. Using the variables width and height in slider mode you can draw rectangles of various dimensions.

The page also has active links to other shared projects, one that draws a circle and another that measures angles with a virtual protractor. Draw, Measure and make Discoveries:  Angles, Triangles and an understanding of Pythagoras This resource has links to projects where joining coordinates create triangles. There is also a focus on the special attribute of a right-angled triangle.  Draw a triangle between three coordinates on the page of a maths copy. Use a real protractor to measure its angles. Code a Scratch sprite to draw an identical triangle and code a virtual protractor to measure its angles. Between copybook and code, make discoveries about the sum of the angles in a triangle. Discover easily what Pythagoras discovered about the areas of the squares on the sides of a right-angled triangle.

 

Programmed Drawing in Scratch:  Area, Perimeter and Circumference This PDF shares links to new and exciting possibilities for correlating Scratch with drawing in a maths copy. To go from known to unknown, draw a rectangle or circle on the the squares of a copybook and use counting methods to work out its area. Next use the xy-grid-20px as a backdrop in Scratch and code a pen sprite to draw a corresponding rectangle or circle. Code a sprite with the algorithm to calculate the shape’s Area, Perimeter or Circumference.
Logical Reasoning with Scratch:  Block Graphs, Pie Charts, Algebraic Graphs, Problem Solving algorithms Scratch makes Thinking Visual. This resource shows Scratch variables animating a block graph that records twenty rolls of a dice. Other projects show how to code a Scratch sprite to draw a Pie Chart, a line Graph and a Quadratic equation. There are examples of Scratch used for Problem Solving and ways to code for Prime Numbers. In these projects you can see Scratch enlivening the main areas of the Junior Cycle Maths curriculum using short, easy practical code.
Animate 3-D shapes in Scratch:  Algorithms to calculate the volume of a Cube, Cylinder and Cone. 3-D shapes can be modelled or constructed from a variety of materials such as paper, cardboard, clay, play-doh etc. This resource links to projects that run simple animations that construct a virtual Cube, Cylinder and Cone. It shows  how to code algorithms to make the Scratch sprite report the volume of each of the 3-D shapes.