Skip Navigation

Taking Off (with Scratch)

By Cornelius Krahn 60 minutes
Grades 9-12
Science and Technology,
  • Programming
  • Technology and Society
Tools & Languages

Key Coding Concepts

  • Algorithms
  • Debugging
  • Functions
  • Loops



A step-by-step set of operations to be performed to help solve a problem



Finding problems or ‘bugs’ in code and solving them



A type of procedure or routine that performs a distinct operation. There are often ‘canned’ functions that exist already like the ‘jump’ block



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

Students will use Scratch to create simulation-based games of rockets/shuttles leaving the surface of the Earth, the Moon, or other planets with varying gravitational fields. Students will use what they know about ratios and gravitational fields.

  • Scratch account and basic understanding for students
  • Table of planets and their relative gravitational fields
  • Practice using ratios

Complete Mass & Weight: Gravity on Planets homework sheet and review solutions as a class.

Have students remix this previously created Scratch game: Lunar Lander

Have students use information from the homework sheet to remix the game using different forces of gravity and incorporate a take-off aspect.

Checklist for understanding of Math and Science outcomes.

Increase or decrease the number of planets in the game.

Lunar Lander by dixiklo

Gravity on Planets Homework

Teach lessons that are tied to your existing curriculum!


More Lesson Plans For Grades 9-12

    View All Lesson Plans

    Explore lessons based on components

    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.

    Computing and Networks

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


    By the end of high school, students should be able to explain how we use computers to create, store, organize, and analyze data.

    Technology and Society

    By the end of high school, students should be able to explore the ways in which technology and society have mutually shaped each other.


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