Public lesson / Scratch & Game Design

How Many Times Should the Snowballs Attack?

A snowball attack works once. Copying it fifty times works too, but nobody wants to repair fifty copies when the timing changes. What should repeat, and what should stop it?

Lesson rhythm

The idea moves toward a demonstration.

  1. Story, problem, or provocation

    Name the problem before opening the build.

  2. Theory and concept

    Make the hidden rule visible with small tests.

  3. Guided build

    Use the idea inside a working project system.

  4. Modification challenge

    Change one rule and predict the effect.

  5. Demonstration and cleanup

    Explain the result, save safely, and leave a known state.

Learning goals

What students should be able to do and explain.

  • Recognize repeated instructions.
  • Choose repeat, forever, or repeat-until.
  • Count iterations.
  • Change timing inside a loop.
  • Explain a stop condition.

Theory kernel

Small examples before the larger build.

repeat 10

run a known number of waves

forever

keep checking while the game runs

repeat until score = 8

stop after a goal

wait 0.5 seconds

make repetition observable

Guided-build preview

Attack of the Angry Snowballs

Keep the town's emergency mug of cocoa safe while angry snowballs fall in patterns that become faster and harder to predict.

Open Guided Project
Students build

A controllable catcher, Repeated falling snowballs, Random starting positions, Collision and missed-object rules.

Concepts in use

Loops, Randomness, Coordinates, Collision, Score.

Finish line

A working version, one modification, one repaired problem, and an explanation.

Teacher checkpoints

Evidence before adding complexity.

  1. 1Student replaces copied blocks with a loop.
  2. 2Student predicts the repeat count.
  3. 3The loop contains a changing action.
  4. 4The game has a stop or state rule.
  5. 5Student tunes timing independently.

Common mistakes

Pause, inspect, and test one cause.

  • A forever loop blocks later code.
  • Repeat-until never changes its condition.
  • The loop creates objects too quickly.
  • Setup accidentally repeats with every wave.

Modification challenge

Three levels, one concept kept visible.

Higher levels are optional. They deepen the current idea rather than turning a beginner lesson into an unrelated advanced task.

LEVEL 1

Builder

  • Add a fixed second wave.
LEVEL 2

Inventor

  • Shorten the delay as score rises.
LEVEL 3

Boss Level

  • Create wave states with different patterns.

End-of-class demonstration

Explain the work while it is still visible.

  1. What repeats?
  2. How many times?
  3. What changes each time?
  4. What stops the loop?
  5. Which repeated copy did you remove?