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Get The Three Little Pigs Home

By Amanda Slaven
Grades 1-3
English Language Arts,
  • Programming
  • Design
Tools & Languages

Key Coding Concepts

  • Events
  • Loops
  • Sequences



One thing causing another thing to happen i.e. ‘when clicked’ block



Running the same sequence multiple times i.e. repeat or forever blocks



Identifying a series of steps for a task. Computers and Scratch read and perform commands in order from top to bottom

In this lesson, learners will use Scratch to get the three little pigs back to their appropriate homes, in the order that they were built in the story.


Learners should have an understanding of how to code and move sprites in Scratch. We recommend Wildlife Soundscapes.


Hard copy or digital version of the 3 Little Pigs story


Begin your lesson by reading/playing the “3 Little Pigs”.

Before reading, ask learners to predict what will happen in the story.

Ask: Which house is the most sturdy?

Discuss the sequence of events in the book and how the pigs built their homes.


Open the Scratch starter project on your computer.

Remind learners how to move a sprite, and demonstrate how to move the three little pigs to their houses (in the order that they were built).

Prior to learners going on their computers, have them write down what each pig will say when they get to their appropriate house. Depending on your group, you may want to write examples down on chart paper for them to copy.

Have learners go to and log in.

Have them access the starter project. Either add it to your class studio in Scratch, or direct them to this link:

Have learners “Remix” the starter project and rename it.

Ask learners to move the pigs to their appropriate homes in the order that they were built. Learners will use the following blocks (review these blocks, if necessary):

  • Events category --> 'When sprite is clicked'
  • Motion category --> 'Go to x(____) y(____)'

After the 3 pigs move to their houses, make them say something in a speech bubble:

  • Looks category --> 'Say (This is going to be my straw house!) for (2) secs'

Learning Outcomes

I can code an animation of the 3 Little Pigs using Scratch.
I can retell a story with the correct order of events.
I can use speech bubbles to make my characters talk.
I can reflect on my project and share my ideas with others.

Assessment Tools


  • Code the Big Bad Wolf to go to each house looking for the pigs.
  • Move the pigs from one house to the other before the Big Bad Wolf moves in.
  • Include dialogue for the Big Bad Wolf as he goes to each house.
  • Have learners describe the movement of each pig, and then share their code solution with a peer.


Explain to learners that a Fractured Fairy Tale is when you change the story components of a familiar Fairy Tale to add a fun twist. Example: The Three Little Aliens and the Big Bad Robot. Have learners write their own twist to the Three Little Pigs story by changing the characters. Have learners share what aspects would make a visually appealing character. Then have learners draw and create new Sprites in Scratch paint. Finally, have learners create new dialogue and code the new story in Scratch.


Learners can research different types of shapes and building materials on the internet using the Kiddle Search Engine. Then learners can build a stable structure using only paper and tape. Structures can be tested by using books or a blow dryer to demonstrate live load or sheer force.


Code the first pig together as a whole class and then have them code the other two independently.

Code in pairs (pair programming!)

Fairy Tales - The 3 Little Pigs Story (KiddoStories)

The Three Little Aliens and the Big Bad Robot (AHEV Library)

Structural Engineering Facts for Kids (Kiddle Search Engine)

Teach lessons that are tied to your existing curriculum!


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    The K-12 Computer Science Framework

    Although learning how to build digital projects is a key part of Computer Science education, students should also learn a wider set of skills and competencies that will help them to harness the power of digital technologies as both creators and consumers. A comprehensive approach to K-12 Computer Science education includes learning about the following five focus areas:

    View Framework ➝


    By the end of high school, students should be able to create a simple computer program.

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    By the end of high school, students should understand and be able to use the tools and devices commonly used to build digital projects.


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    By the end of high school, students should be able to apply design principles to the digital projects they create.