Platform
Digital Technologies Progress Outcomes
[CTDT] = PO1
Assembling sequences of code blocks to animate and loop
Understanding that the order of coded instructions changes outcomes
Identifying and correcting errors
[DDDO] = PO1
Using a digital tool to create a purposeful outcome that combines animation and text
Making design decisions to create a meaningful representation
Recognising that a digital product can be shared and experienced by others
Cross-Curricular Links
Social Sciences / Aotearoa NZ Histories
Exploring the cultural significance of Matariki, learning the names of the nine stars, and engaging with the Māori New Year
Design and layout to create an engaging and accurate representation
Understanding that the twinkling effect is a creative representation of how stars appear to flicker when viewed from Earth
Spatial reasoning, positioning star sprites to reflect the actual layout of the Matariki cluster
Year Levels
Y0-2 (Directed, with explicit modelling, close guidance)
Y3-4 (Guided, lighter support with more autonomy, and potential for extension)
Y5+ (Independent)
Duration
1+ lessons
Achievable within a single session, but consider allowing for two, especially for first encounters with ScratchJr or to for extension opportunities
Resources
Differentiation
Prepare, add, or remove elements to adapt the complexity of this activity to suit learners of varying levels.
Extension
Challenge learners to expand their program to include all nine stars of Matariki and to arrange them appropriately on the stage.
Combine this activity with the Interactive Star Map activity to include recorded sound for each star.
About Activity
This session introduces the ScratchJr interface with a fun, simple activity that uses basic coding to create an interactive animated program of the Matariki stars.
Learners will program a simple algorithm by assembling code blocks to assign name labels and manipulate the size of sprites, creating an animated effect of twinkling that users can interact with.
Activity Guide
Teachers should consider:
Device Preparation as a pre-lesson task.
Group Assignments and logistics, including student collaboration and content focus.
Digital Safety & Wellbeing to make sure device use is safe, supervised, and purposeful throughout. ScratchJr is a closed, tablet-based application with no internet browsing, public sharing, or account requirements in its standard form, making it a lower-risk digital tool. However, here are some things to keep in mind:
Make sure the ScratchJr app is up to date.
Consider turning off internet access during the activity, as ScratchJr does not require internet access once installed.
Remind ākonga to handle tablets with care and to consider what is appropriate language or other contents to include in their project during programming.
For younger learners, particularly Y0-2, make sure all tablet use is directly supervised and that the focus is be on guided interaction rather than independent device navigation.
Lesson Progression Guide
Y0-2, or First Experience with ScratchJr | 1+ Lessons (Directed)
Lesson 1 — Introduction & Modelling
Introduce te kāhui o Matariki, share the names of the nine stars, and display them visually for reference
Kaiako opens ScratchJr and introduces the interface, the stage, sprites, and block palette, etc.
Kaiako models adding a star sprite and attaching a tap-trigger block sequence
As a class, attach grow and shrink blocks, repeat to create a twinkling loop, and add the star’s name
Run the program together, tapping the green flag and watch the stars twinkle
Where time allows, ākonga attempt to replicate the animation on their own tablet with kaiako support
Lesson 2 — Programming & Sharing
Review briefly the ScratchJr interface and stars of Matariki
Ākonga complete their own programs, with support, based on the modelling from the previous lesson
Run finished programs, sharing and together as a class
Kaiako scaffolds testing; does tapping the star result in the right action?
Kaiako supports ākonga to debug any issues by thinking critically through problematic outcomes, potential causes, then exploring, applying, and double checking solutions
Celebrate the finished programs and twinkling stars; discuss what ākonga learned
Y3+ | 1+ Lessons (Guided to Independent)
Lesson 1 — Introduction & Programming
Brief introduction to te kāhui o Matariki, including the names and significance of the nine stars
Kaiako introduces and models the Scratch Jr interface briefly, then ākonga set up their own programs
Ākonga test each part of their program; does each trigger result in the right action?
Ākonga debug any issues by thinking through the problem and exploring solutions, with support
As time allows, encourage groups to share their finished interactive maps, celebrate success, discuss debugging experiences and what ākonga learned, and review the significance of each star
Lesson 2 — Extension & Sharing
Review briefly the ScratchJr interface and stars of Matariki
Ākonga have time to program
Unfinished groups complete their programs
Capable groups challenge themselves to extend the activity, like expanding their animation to include all nine stars of Matariki, or including sound recording elements from the related Interactive Star Map activity
Share finished programs, celebrate success, reflect on what was challenging about the programming, and what was learned about the stars of Matariki