As part of their interdisciplinary project on habitats, Year 2 pupils brought their learning into the digital world in Computational Science. Using ScratchJr, our young programmers designed and programmed their own interactive game, in which the player has to identify and click on the animal that does not belong in the habitat shown on the screen. Through this engaging activity, pupils not only reinforced what they had learnt about the animal world, but also made great progress in their programming skills. To ensure their game worked correctly, they learnt how to use events and the broadcasting function. This powerful tool allows them to coordinate the code so that different elements and characters respond and carry out actions at specific moments in the programme. It was a fantastic experience in which science and technology came together, helping pupils consolidate their learning in a practical and creative way.