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SCHEME OF WORK
Pre Tech Studies
Grade 9 2026
TERM I
School


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WK LSN STRAND SUB-STRAND LESSON LEARNING OUTCOMES LEARNING EXPERIENCES KEY INQUIRY QUESTIONS LEARNING RESOURCES ASSESSMENT METHODS REFLECTION
1 1
Communication in Pre-Technical Studies
Visual Programming - Application areas of visual programming software
By the end of the lesson, the learner should be able to:
- Explain the application areas of visual programming software in solving problems
- Identify uses of applications in daily life
- Appreciate the role of visual programming
- Use digital device to search for uses of mobile applications and websites
- Study mobile phone screen with various applications
- Discuss application areas: games, animations, money transfer, robotics
- Identify problems solved by each application
How is visual programming used in solving day-to-day problems?
- Oxford Bk 9
pg. 48
- Digital device with internet
- Computer books
- Mobile phone showing applications
- Charts
- Observation - Oral questions - Written assignments
1 2
Communication in Pre-Technical Studies
Visual Programming - Introduction to Scratch programming
By the end of the lesson, the learner should be able to:
- Navigate the Scratch programming interface
- Identify basic components of Scratch
- Show confidence in using visual programming software
- Start Scratch program and identify stage, sprites pane, blocks palette, script area
- Practice navigating different areas of interface
- Explore available blocks and categories
- Create new project and save it
What are the basic components of Scratch programming software?
- Oxford Bk 9
pg. 50
- Computer with Scratch 3 installed
- Digital projector
- Exercise books
- Scratch interface guide
- Observation - Practical work - Oral questions
2 1
Communication in Pre-Technical Studies
Visual Programming - Creating a story (Part 1) - Setting up backdrops and sprites
By the end of the lesson, the learner should be able to:
- Create and customize backdrops in Scratch
- Insert sprites for a story
- Show creativity in designing visual elements
- Start Scratch and save project as 'Greening the Environment'
- Select and customize backdrops (Desert, text backdrop)
- Insert sprites: Noor, Characters 1, Butterfly 1, Giraffe, Grasshopper
- Verify sprites and backdrops panes
How do we create backdrops and add sprites for a story in Scratch?
- Oxford Bk 9
pg. 51
- Computer with Scratch 3
- Digital projector
- Step-by-step guide
- Examples of projects
- Practical work - Observation - Rubrics
2 2
Communication in Pre-Technical Studies
Visual Programming - Creating a story (Part 1) - Setting up backdrops and sprites
By the end of the lesson, the learner should be able to:
- Create and customize backdrops in Scratch
- Insert sprites for a story
- Show creativity in designing visual elements
- Start Scratch and save project as 'Greening the Environment'
- Select and customize backdrops (Desert, text backdrop)
- Insert sprites: Noor, Characters 1, Butterfly 1, Giraffe, Grasshopper
- Verify sprites and backdrops panes
How do we create backdrops and add sprites for a story in Scratch?
- Oxford Bk 9
pg. 51
- Computer with Scratch 3
- Digital projector
- Step-by-step guide
- Examples of projects
- Practical work - Observation - Rubrics
3 1
Communication in Pre-Technical Studies
Visual Programming - Creating a story (Part 2) - Adding code blocks
By the end of the lesson, the learner should be able to:
- Add code blocks to backdrops and sprites
- Create backdrop switching and sprite behaviors
- Show understanding of event-driven programming
- Click stage and add blocks for backdrop switching
- Add blocks to sprites (Noor, Characters 1, Butterfly, Giraffe)
- Test story by clicking green flag
- Observe and discuss sprite behaviors
How do we program backdrops and sprites in a story?
- Oxford Bk 9
pg. 53
- Computer with Scratch 3
- Digital projector
- Coding blocks reference
- Examples of scripts
- Practical work - Observation - Rubrics
3 2
Communication in Pre-Technical Studies
Visual Programming - Creating a story (Part 2) - Adding code blocks
By the end of the lesson, the learner should be able to:
- Add code blocks to backdrops and sprites
- Create backdrop switching and sprite behaviors
- Show understanding of event-driven programming
- Click stage and add blocks for backdrop switching
- Add blocks to sprites (Noor, Characters 1, Butterfly, Giraffe)
- Test story by clicking green flag
- Observe and discuss sprite behaviors
How do we program backdrops and sprites in a story?
- Oxford Bk 9
pg. 53
- Computer with Scratch 3
- Digital projector
- Coding blocks reference
- Examples of scripts
- Practical work - Observation - Rubrics
4 1
Communication in Pre-Technical Studies
Visual Programming - Creating a game (Part 1) - Maze game setup
By the end of the lesson, the learner should be able to:
- Create a maze game backdrop
- Use drawing tools in Scratch
- Show creativity in game design
- Start Scratch and save as 'The maze game', insert blue sky2 backdrop
- Use Rectangle tool to draw mazes (three vertical, two horizontal)
- Format mazes by removing outlines and arranging appropriately
- Add beetle sprite and set starting position
How do we create a maze game backdrop?
- Oxford Bk 9
pg. 55
- Computer with Scratch 3
- Digital projector
- Game design examples
- Drawing tools guide
- Practical work - Observation - Rubrics
4 2
Communication in Pre-Technical Studies
Visual Programming - Creating a game (Part 2) - Programming sprite movement and collision
By the end of the lesson, the learner should be able to:
- Program sprite movement using arrow keys
- Add collision detection to game
- Show problem-solving skills in game programming
- Set sprite movement for all four directions (up, down, left, right arrow keys)
- Add blocks to detect when sprite touches color
- Program sprite to move -10 steps when touching maze
- Test game and discuss observations
How do we program sprite movement and collision detection?
- Oxford Bk 9
pg. 58
- Computer with Scratch 3
- Digital projector
- Movement blocks guide
- Collision detection guide
- Practical work - Observation - Rubrics
5 1
Communication in Pre-Technical Studies
Visual Programming - Creating a game (Part 3) - Adding game levels
By the end of the lesson, the learner should be able to:
- Create multiple game levels
- Design level progression backdrops
- Demonstrate advanced game design skills
- Create backdrop2 for level two, backdrop3 with 'PROCEED TO LEVEL 2'
- Create backdrop4 with 'SORRY!! You LOST!!'
- Add blocks to beetle sprite to change levels and end game
- Test complete game and refine based on testing
How do we create multiple levels in a game?
- Oxford Bk 9
pg. 60
- Computer with Scratch 3
- Digital projector
- Level design examples
- Testing checklist
- Practical work - Observation - Rubrics - Game evaluation
5 2
Communication in Pre-Technical Studies
Visual Programming - Creating a game (Part 3) - Adding game levels
By the end of the lesson, the learner should be able to:
- Create multiple game levels
- Design level progression backdrops
- Demonstrate advanced game design skills
- Create backdrop2 for level two, backdrop3 with 'PROCEED TO LEVEL 2'
- Create backdrop4 with 'SORRY!! You LOST!!'
- Add blocks to beetle sprite to change levels and end game
- Test complete game and refine based on testing
How do we create multiple levels in a game?
- Oxford Bk 9
pg. 60
- Computer with Scratch 3
- Digital projector
- Level design examples
- Testing checklist
- Practical work - Observation - Rubrics - Game evaluation
6 1
Communication in Pre-Technical Studies
Visual Programming - Creating an animation (Part 1) - Solar system setup
By the end of the lesson, the learner should be able to:
- Set up backdrop for animation
- Download and upload sprites from internet
- Show resourcefulness in gathering animation assets
- Insert space backdrop
- Search internet for planet sprites and save with .PNG extension
- Upload all planet sprites (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune)
- Add Sun sprite
How do we set up a solar system animation?
- Oxford Bk 9
pg. 62
- Computer with Scratch 3 and internet
- Digital projector
- List of planet names
- Animation examples
- Practical work - Observation - Rubrics
6 2
Communication in Pre-Technical Studies
Visual Programming - Creating an animation (Part 1) - Solar system setup
By the end of the lesson, the learner should be able to:
- Set up backdrop for animation
- Download and upload sprites from internet
- Show resourcefulness in gathering animation assets
- Insert space backdrop
- Search internet for planet sprites and save with .PNG extension
- Upload all planet sprites (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune)
- Add Sun sprite
How do we set up a solar system animation?
- Oxford Bk 9
pg. 62
- Computer with Scratch 3 and internet
- Digital projector
- List of planet names
- Animation examples
- Practical work - Observation - Rubrics
7 1
Communication in Pre-Technical Studies
Visual Programming - Creating an animation (Part 2) - Programming planets (Sun, Mercury, Venus, Earth)
By the end of the lesson, the learner should be able to:
- Add animation blocks to sprites
- Create orbital motion for planets
- Show precision in animation programming
- Click Sun sprite and add appropriate blocks to script pane
- Program Mercury's orbital motion
- Program Venus's orbital motion
- Program Earth's orbital motion and test animations
How do we program orbital motion for Sun and inner planets?
- Oxford Bk 9
pg. 63
- Computer with Scratch 3
- Digital projector
- Orbital motion guide
- Animation examples
- Practical work - Observation - Rubrics
7 2
Communication in Pre-Technical Studies
Visual Programming - Creating an animation (Part 3) - Programming planets (Mars, Jupiter, Saturn, Uranus, Neptune)
By the end of the lesson, the learner should be able to:
- Program remaining planets' orbital motions
- Coordinate multiple sprite animations
- Demonstrate animation sequencing skills
- Program Mars, Jupiter, Saturn, Uranus and Neptune orbital motions
- Add appropriate blocks to each planet sprite
- Test complete solar system animation
- Observe all planets orbiting Sun
How do we complete the solar system animation?
- Oxford Bk 9
pg. 65
- Computer with Scratch 3
- Digital projector
- Complete animation guide
- Solar system reference
- Practical work - Observation - Rubrics
8 1
Communication in Pre-Technical Studies
Visual Programming - Testing and discussing programs
By the end of the lesson, the learner should be able to:
- Test program functionality
- Explain what each code block does
- Demonstrate understanding of programming concepts
- Test story, game and animation by clicking green flag
- Discuss what each block in script pane instructs sprites to do
- Explain orbital motions, movements and sprite behaviors
- Write down findings and present to class
How do code blocks control sprite behavior in programs?
- Oxford Bk 9
pg. 68
- Computer with Scratch 3
- Digital projector
- Program analysis guide
- Assessment rubric
- Practical work - Observation - Oral questions - Written assignments
8 2
Communication in Pre-Technical Studies
Visual Programming - Testing and discussing programs
By the end of the lesson, the learner should be able to:
- Test program functionality
- Explain what each code block does
- Demonstrate understanding of programming concepts
- Test story, game and animation by clicking green flag
- Discuss what each block in script pane instructs sprites to do
- Explain orbital motions, movements and sprite behaviors
- Write down findings and present to class
How do code blocks control sprite behavior in programs?
- Oxford Bk 9
pg. 68
- Computer with Scratch 3
- Digital projector
- Program analysis guide
- Assessment rubric
- Practical work - Observation - Oral questions - Written assignments
9 1
Communication in Pre-Technical Studies
Visual Programming - Creating own application
By the end of the lesson, the learner should be able to:
- Design and create own application using visual programming
- Apply visual programming skills independently
- Show creativity and innovation in programming
- Brainstorm ideas for own application (story, game or animation)
- Plan and design the application
- Create application using Scratch following learned techniques
- Test and refine application
How do we create our own application using visual programming?
- Oxford Bk 9
pg. 69
- Computer with Scratch 3
- Digital projector
- Planning templates
- Project guidelines
- Practical work - Observation - Rubrics - Portfolio
9 1-2
Communication in Pre-Technical Studies
Visual Programming - Creating own application
By the end of the lesson, the learner should be able to:
- Design and create own application using visual programming
- Apply visual programming skills independently
- Show creativity and innovation in programming
- Brainstorm ideas for own application (story, game or animation)
- Plan and design the application
- Create application using Scratch following learned techniques
- Test and refine application
How do we create our own application using visual programming?
- Oxford Bk 9
pg. 69
- Computer with Scratch 3
- Digital projector
- Planning templates
- Project guidelines
- Practical work - Observation - Rubrics - Portfolio
10

midterm break

11 1
Communication in Pre-Technical Studies
Visual Programming - Advanced features and techniques
By the end of the lesson, the learner should be able to:
- Explore advanced features in visual programming
- Create more complex programs
- Demonstrate mastery of visual programming concepts
- Explore additional Scratch features (variables, operators, sensing)
- Create programs with more complex logic and interactions
- Add sound effects and advanced animations to projects
- Test and debug programs
What advanced features can we use in visual programming?
- Oxford Bk 9
pg. 69
- Computer with Scratch 3
- Digital projector
- Advanced features guide
- Reference materials
- Practical work - Observation - Rubrics
11 2
Communication in Pre-Technical Studies
Visual Programming - Uses in day-to-day life and assessment
By the end of the lesson, the learner should be able to:
- Explain uses of visual programming in day-to-day life
- Complete assessment on visual programming
- Embrace the use of visual programming in daily life
- Discuss applications in money transfer, virtual learning, entertainment, websites
- Explain application in robotics and automation
- Complete assessment exercises covering all aspects learned
- Share experiences with family and reflect on importance
Why is visual programming important in day-to-day life?
- Oxford Bk 9
pg. 69
- Assessment materials
- Digital devices
- QR code for digital exercise
- Examples of applications
- Written tests - Practical work - Self-reflection - Digital exercise
12 1
Communication in Pre-Technical Studies
Visual Programming - Project presentation and portfolio
By the end of the lesson, the learner should be able to:
- Present completed visual programming projects
- Create portfolio of programs developed
- Show confidence in demonstrating programming skills
- Prepare presentations of created applications
- Present story, game and animation projects to class
- Compile portfolio of all visual programming work
- Receive feedback and reflect on learning
How do we present our visual programming projects?
- Oxford Bk 9
pg. 69
- Computer with Scratch 3
- Presentation materials
- Portfolio folder
- Assessment rubric
- Presentations - Portfolio - Peer assessment - Observation
12 2
Communication in Pre-Technical Studies
Visual Programming - Project presentation and portfolio
By the end of the lesson, the learner should be able to:
- Present completed visual programming projects
- Create portfolio of programs developed
- Show confidence in demonstrating programming skills
- Prepare presentations of created applications
- Present story, game and animation projects to class
- Compile portfolio of all visual programming work
- Receive feedback and reflect on learning
How do we present our visual programming projects?
- Oxford Bk 9
pg. 69
- Computer with Scratch 3
- Presentation materials
- Portfolio folder
- Assessment rubric
- Presentations - Portfolio - Peer assessment - Observation

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