Ibnovate Scratch Creators
⏱ ProjectProject · ages 7–11

Unit 2 Project — A Game with Rules & a Score

Run after: Sessions 5–8 · Time: one 60-min session (plus optional homework to test and tune) · Ages: 7–11

Project goal: each student builds a small interactive project that follows a rule — an if–then decision that changes a score and reacts to the player.

What to build

Students make a project where the computer thinks: it watches for something (a click, a key, a touch) and, using an if–then rule, changes a score variable on screen. The player should be able to do something and see the score go up (or down). It doesn't need to be a full game yet — one solid rule that changes the score is the heart of this project.

Example ideas

Students pick one idea and build the rule behind it:

Deliverables

The rubric scores four rising levels:

Each rubric level is a step up from Emerging to Exemplary

Assessment rubric

Criterion Emerging Developing Proficient Exemplary
A working rule (if–then) No working rule Rule exists but often misfires One clear if–then rule that works Rule is reliable and well chosen for the game
Score variable No score, or it never changes Score changes but resets wrong or hides Score starts at 0 and changes correctly Score handled cleanly (resets, goes up and down)
Interactivity Player can't affect anything Reacts, but only sometimes Responds clearly to clicks, keys or touching Feels responsive and fair to play
Playability Confusing or breaks quickly Playable but unclear how Easy to understand and play Fun, clear, and makes you want another go

Instructor tips

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