Matariki: Twinkling Stars

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

  • The Arts

    Design and layout to create an engaging and accurate representation

  • Science

    Understanding that the twinkling effect is a creative representation of how stars appear to flicker when viewed from Earth

  • Maths & Stats

    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