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TUR-04 Turtle Scene Project — named Turtle
Part 4 of 6 · Python Turtle (named Turtle)
Plan and build a complete scene with a named Turtle by combining the techniques developed so far.
Students will:
- break a larger drawing into manageable parts
- reuse patterns and drawing ideas
- test and improve a complete scene
Inside: planning prompts, staged coding and a practical Turtle project.
Series: Python Turtle (named Turtle), part 4 of 6.
Shared by Coding PathwayVerified teacher
- 16 cells
- About 45 minutes
- CC BY-SA 4.0
- Shared 16 Sept 2026
Preview
The whole resource, exactly as a class sees it. Answers and marking are held back.
Turtle Scene Project
Use Lessons 4 and 5 to plan, build, test and improve one complete Turtle scene. Use the class theme, or agree another idea with your teacher.
Keep all drawing code in the main cell. Each run starts with a fresh canvas and rebuilds the complete scene.
Turn a scene into smaller jobs
A complete scene can feel like a big task. Decomposition means breaking it into smaller jobs that are easier to solve.
Start with one object. Break that object into simple shapes. Decide its size, colour and position. Write and test that part before adding the next object.
You do not need to hold the whole program in your head at once.
Need a scene idea?
Choose an idea that can be built from shapes you already know:
- a night scene with a house, moon and windows;
- a robot workshop with a robot, control panel and warning signs;
- a celebration scene with presents, bunting and a patterned background;
- a seasonal scene linked to your class theme.
It is fine to reuse the same shape with different sizes, colours and positions.
Plan three objects for your scene. For each object, list the simple shapes you will use to build it.
Choose objects you can build from lines, regular shapes and filled areas.
Students type their answer here.
Choose names and values for two or three colour variables. Then give a rough (x, y) starting position for each main object.
Your positions are a plan, not a test. You can adjust them when you run the program.
Students type their answer here.
Which variable name most clearly stores the size of a moon in the scene?
- A`m`
- B`moon_size`
- C`thing`
- D`80`
Which idea is the best use of a for loop in a scene?
- AChoosing the scene title
- BWriting a long comment
- CImporting Turtle
- DRepeating the equal sides of a window
Move safely to another object.
gap 1
gap 2
gap 3- artist.penup()
- artist.goto(140, -70)
- artist.pendown()
- artist.begin_fill()
Build your scene
The code provided draws one filled square that you can turn into part of an object. Build in this order:
- Make the first object work.
- Create clearly named size, colour or position variables for the second object.
- Move safely and add the second object, then repeat the process for the third.
- Improve colours, sizes and positions.
Minimum success checklist
- three recognisable objects made from simple shapes;
- at least three sensibly named variables;
- at least two purposeful
forloops; - at least two filled shapes;
- safe movement between separate objects.
If the scene goes wrong
My picture is tangled or drawn on top of itself
Check one object at a time. Make sure each move between objects uses artist.penup(), artist.goto(x, y), then artist.pendown(). If needed, temporarily remove later objects while you repair the first one.
My program is getting difficult to read
Leave a blank line between objects. Keep related variables together above the code that uses them. Use names such as moon_size or house_x rather than single letters.
import turtle
canvas = turtle.Screen()
canvas.bgcolor("midnight blue")
artist = turtle.Turtle()
artist.speed(0)
object_size = 80
object_colour = "orange"
object_x = -40
object_y = -80
artist.penup()
artist.goto(object_x, object_y)
artist.pendown()
artist.pencolor("white")
artist.fillcolor(object_colour)
artist.begin_fill()
for count in range(4):
artist.forward(object_size)
artist.right(90)
artist.end_fill()Lesson 4 checkpoint: what works now, and what is the next small part you will add?
Be specific enough that you can restart quickly next lesson.
Students type their answer here.
Lesson 5: test and improve
Run the whole program after each change. Check that:
- every shape closes as intended;
- separate objects have no joining lines;
- fill begins and ends around a closed shape;
- variable names explain their jobs;
forloops repeat only the instructions that belong inside them.
Optional project challenge
Complete the minimum success checklist first. Then choose one extension:
- use a
forloop to repeat a row of small details, such as windows or stars; - use position variables so moving one object takes only one or two changes;
- create depth by placing smaller objects higher on the canvas;
- add careful outline colours that remain visible against the background.
One well-tested extension is enough.
Describe one problem you found, the change you made, and what happened after you ran the code again.
A useful answer can be three short sentences.
Students type their answer here.
Portfolio evidence
When your teacher says the scene is ready, capture the finished canvas and the clearest part of your code for your PowerPoint portfolio.
Add a short caption. Name one variable, one for loop and one improvement you made.
What is the strongest programming idea in your finished scene, and where can your teacher see it in the code?
Choose a variable, for loop, fill sequence or safe movement pattern.
Students type their answer here.