Ibnovate Course 1 · The Young Builders
⏱ 60 minLive session · ages 8–11

Session 18 — Design & Showcase Your Game

Duration: 60 min · Format: live online · Ages: 8–11

Session goal: by the end, students have planned, built, playtested, and presented their own small Scratch game using everything from this unit.

Before class — prep (5 min)

Agenda

Time Segment
0:00 Hook — you are a game designer today (5 min)
0:05 Teach — plan before you build (12 min)
0:17 Teach — build, then playtest (8 min)
0:25 Activity — build your game (25 min)
0:50 Showcase + check for understanding (7 min)
0:57 Wrap-up + homework (3 min)

0:00 · Hook (5 min)

Ask the class and take a few answers (chat or unmute):

Let them guess, then reveal: today you design and build your own game from start to finish — plan it, build it, test it, and show it off.


0:05 · Teach — Plan before you build (12 min)

Explain: great game-makers plan first so they don't get lost. A small game needs just four things. Write this frame on your shared screen and fill it in for your example:

Demo in Scratch: show your one-line plan, then point to how each part maps to blocks students already know:

⚠ Watch for over-scoping: students often plan a giant game with ten levels and bosses. Steer them to one simple, finished game. Say: "A small game that works beats a big game that's broken." Cap it at one screen, one goal, one win, one lose.

Ask: "In one sentence, what is your game's goal?" Have three students share aloud before anyone opens blocks.


0:17 · Teach — Build, then playtest (8 min)

Explain: after building, real designers playtest — they let someone play and watch what happens without helping. Model it live:

Demo in Scratch: run your example game and "playtest" it out loud:

Give them a simple playtest routine to use with a partner later:

  1. Partner plays for one minute; the builder just watches (no helping).
  2. Builder asks: "What did you think you were supposed to do?"
  3. Builder writes down one thing to fix and fixes it.

Key point to land: plan → build → playtest → improve. A game is never "done" on the first try — testing makes it better.

Your game moves through a cycle: plan, build, test, improve, present — the make-a-game cycle.

Diagram of the make-a-game cycle: plan, build, test, improve, and present

Ask the class: "Why should the builder stay quiet while a partner playtests?" (Answer: to find out if the game explains itself; if you have to explain it, players in real life won't get it.)


0:25 · Activity — Build your game (25 min)

This is the unit's build project. Students design and build their own small game. Screen-share your example as a reference but keep encouraging their ideas.

Their checklist (share on screen):

  1. Plan (2 min): write your goal, controls, win, and lose in one or two lines.
  2. Sprites & stage (5 min): pick a player sprite, at least one other sprite (target or enemy), and a backdrop.
  3. Controls (5 min): move the player with key-press events.
  4. Score & loop (5 min): add a Score variable and a forever loop that keeps the action going.
  5. Win & lose (5 min): add if/then with touching for scoring and for losing; add a win and a lose message with broadcasts.
  6. Polish (3 min): a start message telling the player what to do, a sound, and tuned difficulty.

Circulate for (breakout rooms or shared screens): - Students stuck choosing an idea — offer three quick templates: catch (collect falling things), dodge (avoid falling things), maze (reach the goal without touching walls). - Missing an event hat — a sprite that won't move usually needs a when [key] pressed block. - No win or lose yet — remind them a "game" needs a way to end; help them add one if/then. - Over-scopers — gently trim: "Get one level fully working first, then add more if there's time."

Encourage every student to reach a playable state and do at least one partner playtest before the showcase.


0:50 · Showcase + check for understanding (7 min)

Invite 3–4 students to screen-share and give a 30-second demo: name the goal, show it being played, and name one thing they'd add next. Applaud each one.

Then confirm understanding — ask aloud or in chat. Answer key (for you):

  1. What four things did you decide in your game plan?Goal, controls, win, lose.
  2. Which blocks did you use to make the player win or lose?If/then with touching (and a score/lives check), plus a broadcast to show the win/lose message.
  3. What is playtesting, and why does it help? → Letting someone play while you watch; it shows what's confusing or too hard so you can fix it.

0:57 · Wrap-up + homework (3 min)


Teaching notes

Practice set

Assign in class or as homework. Answers are for you, after the arrow.

  1. Write a one-line plan for a game: goal, controls, win, lose. → Any clear plan, e.g. "Catch 10 stars with arrow keys; win at 10; lose if you miss 3."
  2. Add a start message that tells the player what to do. → On the player sprite: when green flag clickedsay [Use arrow keys to move!] for 2 seconds.
  3. Make your game end with a clear win screen.if <Score = 10> then broadcast [you win]stop [all]; a sprite says "You Win!" on receive.
  4. Change one thing to make your game a little harder, then test it. → e.g. increase falling speed, reduce lives, or raise the score needed to win; play it to check.
  5. Playtest with a partner and write down one thing to improve. → Partner plays for a minute while the builder watches; builder notes one confusing or too-hard part.
  6. Add one polish item: a sound, a background, or a second sprite. → Any of: play sound on an event, a chosen backdrop, or an extra sprite with its own behaviour.

Going deeper (optional)

Common mistakes & fixes

Vocabulary

Term Meaning
Game design Planning what a game does before building it
Playtest Watching someone play to find what to fix
Win / lose condition The rule that ends the game
Polish Small extras (sounds, messages) that make a game feel finished
Remix Making your own version of someone else's Scratch project

Resources

Next session

Session 19 — Your First Web Page (Unit 5 — Make a Website): students start a brand-new unit and build their very first web page — the beginning of making things for the web.

Ibnovate · Build · Innovate
Type to search · Esc to close
Welcome back
Sign in to continue building.
Accounts are created by Ibnovate — ask your instructor for your login.
🔒