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In this 10-week unit, students in Years 3 to 6 will learn the fundamentals of game design and development using Scratch to create an entry for the Australian STEM Video Game Challenge (STEM VGC). Through a series of lessons and activities, students will work across the curriculum developing their critical thinking, problem-solving, and digital literacy skills. The unit will culminate in the creation and submission of a fully developed video game prototype aligned with the competition's Game Design Document (GDD) and scoring rubrics.

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Implementation guidance

STEM VGC rules require students to work in teams of up-to-four. The teacher resources assume that students will work in teams of three or four and will have access to at least one device per team. It is expected that students will work through all the activities to build foundational skills in each of the focus areas. Many of the student resources can be used either on devices or printed for hardcopy use.

Learn with your students

We know that many teachers will be learning along with their students, so we have added some tips and extra information to support you along the way. For example, did you know that there is a difference between coding and programming? ‘Coding’ refers to writing the lines of code, whereas ‘programming’ includes not only writing code but also designing, testing, debugging, and maintaining the entire software application. 

For lesson 6, you will need to create a simple Scratch project of your own to use as an example of basic Scratch programming. This will not take long and will help you to understand the basics of Scratch so you can support your students. You can do this at any time before lesson 6 (further details can be found in the ‘Before the lesson’ section of lesson 6). You really do not need to be an expert in programming to support your students to create wonderful games!

Support materials

  • 10 full lesson plans with links to tutorials and student resources
  • Australian Curriculum alignment: 
    • Digital Technologies as well as relevant cross curricula subjects
    • General Capabilities 

Flexibility

We have designed this unit to suit a standard 10-week term. All lessons will take approximately 1 hour. This timeframe indicates the minimum amount of time needed to achieve the goal of creating a simple working video game and Game Design Document (GDD). If you have more time, implementing this unit over a semester is ideal. To extend this unit over a semester, we recommend spending additional time in the Design phase. 

We have grouped the lessons together into three different phases: Planning, Design and Reflection. The order of the lessons within each phase is structured for optimal time efficiency, but there is flexibility to move lessons around within the phases. For example, we believe it is more time-efficient to create visual and audio assets before beginning the programming lesson. This allows team members to start working on their specific tasks as early as possible. However, teams can complete the programming lesson using placeholder assets in Scratch and replace them with their custom assets later, if preferred. 

If you decide to reorder some of the lessons, be sure to check the details of earlier lesson plans for pre-requisite lessons.

Figure 1. Lesson Organisation

1. Introduction  Planning

In this lesson, students are introduced to the Australian STEM Video Game Challenge (STEM VGC) and its requirements, including the use of Scratch for game development. They will explore game design principles through interactive activities and understand the criteria used by the STEM VGC judges.

2. Game types  Planning

In this lesson, students will be introduced to this year’s STEM VGC theme and the coding platform, Scratch. Students will have an opportunity to explore Scratch and its basic functionalities through playing Scratch games. Students will investigate various game types and brainstorm suitable ideas for their potential video game.

3. Game planner  Designing

In this lesson, students will develop their game concept and narrative. They will use a Game Planner to brainstorm and organise ideas for their game’s main character / important elements, setting objective and game levels.

4. Visual design  Designing

In this lesson, students will begin to develop the visual elements of their games, including characters and backdrops. Visual design may continue to be developed over subsequent weeks.

5. Audio design  Designing

In this lesson, students will begin to develop the audio elements of their games, including sound effects and music. Audio design may continue to be developed over subsequent weeks.

6. Programming and Asset Creation  Designing

In this lesson, students will learn basic coding in Scratch, focusing on using sprites, backdrops and problem solving.

7. Prototyping  Designing

In this lesson, students will build the basic structure of their game. To support student autonomy, a Problem-Solving Board will be established to develop a community of experts that will support students to identify and solve common problems as they develop their games.

8. Feedback  Reflection

In this lesson, students will develop open-ended questions for testers to provide feedback on their video game.

9. Testing  Reflection

In this lesson, students will test and provide feedback on each other’s video games, with the aim of improving them. They will also use this feedback to correct coding errors and make improvements to their game design and functionality.

10. Evaluation and Reflection  Reflection

In this lesson, students will make final adjustments to their games before submission and reflect on their products and processes. Students will finalise their game, complete their GDD and create a short screen recording to complete all the requirements of submission for the STEM VGC.