Creative Computing Curriculum Guide Scratch 3.0

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Greetings, friends!
Are you excited for Scratch 3.0? We certainly are!
In celebration of Scratch 3.0, we are hard at work developing a new version of our
Creative Computing Curriculum Guide (CCCG). The first edition of the CCCG, for
Scratch 1.4, was released in 2011. The second edition, for Scratch 2.0, was
released in 2014. This third edition, for Scratch 3.0, will be released in early 2019.
The new CCCG will be full of activities for playing and designing with Scratch,
exploring the intersection of creativity and computing.
But for those of you who are currently teaching with the CCCG, we wanted to
make sure that you were still well supported while we finish up the third edition!
So, in the interim, we're delighted to share a version of the second edition. The
changes made to this edition include images of blocks and projects, and minor
content revisions to reflect the new Scratch 3.0 website.
We hope that this Scratch 3.0 version of the CCCG is helpful to you, until the next
edition of the CCCG is ready. If you have any questions about the Creative
Computing Curriculum Guide, please contact us at: scratched@gse.harvard.edu
Yours in creativity and computing,
Karen Brennan, Laura Peters, and Alexa Kutler
The Creative Computing Lab at the Harvard Graduate School of Education
CREATIVE COMPUTING
Karen Brennan | Christan Balch | Michelle Chung
Harvard Graduate School of Education
BACKGROUND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
What is Creative Computing? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
What is Scratch? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
What is this guide? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Who is this guide for? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
What do I need in order to use this guide? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
What is included in this guide? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
How should I use this guide? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Where did this guide come from? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
UNIT 0 GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Introducing Scratch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Scratch Account . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Design Journal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Scratch Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Scratch Studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Critique Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
UNIT 1 EXPLORING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Programmed to Dance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Step-By-Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
10 Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
My Studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Debug It! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
About Me . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
UNIT 2 ANIMATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Performing Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Build-A-Band . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
Orange Square, Purple Circle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
It’s Alive! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Debug It! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Music Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
TABLE OF
CONTENTS
UNIT 3 STORIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Conversations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Debug It! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Creature Construction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Pass It On . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . 68
UNIT 4 GAMES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Dream Game List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Starter Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Score . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Extensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Debug It! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
UNIT 5 DIVING DEEPER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Know Want Learn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Round Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Advanced Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Hardware & Extensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Activity Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
My Debug It! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
UNIT 6 HACKATHON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Project Pitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Project Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Design Sprint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Project Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Project Check-In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Unfocus Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Showcase Prep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Showcase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
APPENDIX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Computational Thinking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
For Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
To help you dive into the world of creative
computing as quickly as possible, we have
assembled answers to eight common questions:
1. What is Creative Computing?
2. What is Scratch?
3. What is this guide?
4. Who is this guide for?
5. What do I need in order to use this guide?
6. What is included in this guide?
7. How should I use this guide?
8. Where did this guide come from?
BACKGROUND
Welcome to the
Creative
Computing
Curriculum
Guide!
Creative computing is about creativity.
Computer science and computing-related
fields have long been introduced to young
people in a way that is disconnected from
their interests and values emphasizing
technical detail over creative potential.
Creative computing supports the
development of personal connections to
computing, by drawing upon creativity,
imagination, and interests.
Creative computing is about agency.
Many young people with access to
computers participate as consumers, rather
than designers or creators. Creative
computing emphasizes the knowledge,
practices, and fundamental literacies that
young people need to create the types of
dynamic and interactive computational
media that they enjoy in their daily lives.
Creative computing is about computing.
Engaging in the creation of computational
artifacts prepares young people for more
than careers as computer scientists or
programmers. It supports young peoples
development as computational thinkers –
individuals who can draw on
computational concepts, practices, and
perspectives in all aspects of their lives,
across disciplines and contexts.
WHAT IS CREATIVE COMPUTING?
1
WHAT IS THIS GUIDE?
WHAT IS SCRATCH?
PRINCIPLE #1:
CREATING
PRINCIPLE #2:
PERSONALIZING
PRINCIPLE #3:
SHARING
PRINCIPLE #4:
REFLECTING
Offer opportunities for
learners to engage in
designing and making, not
just listening, observing,
and using.
Offer opportunities for
learners to engage in
activities that are
personally meaningful and
relevant.
Offer opportunities for
learners to engage in
interactions with others as
audience, coaches, and
co-creators.
Offer opportunities for
learners to review and
rethink their creative
practices.
This guide is a collection of ideas, strategies, and activities for an introductory creative computing experience using
the Scratch programming language. The activities are designed to support familiarity and increasing fluency with
computational creativity and computational thinking. In particular, the activities encourage exploration of key
computational thinking concepts (sequence, loops, parallelism, events, conditionals, operators, data) and key
computational thinking practices (experimenting and iterating, testing and debugging, reusing and remixing,
abstracting and modularizing). Learn more about computational thinking – what it is and how to assess its
development in learners from resources in the appendix or by visiting http://scratched.gse.harvard.edu/ct
Inspired by constructionist approaches to learning, the activities in this guide emphasize the following principles:
There are many different tools that can be used
for creative computing. In this guide, we use
Scratch, which is a free computer programming
language available at http://scratch.mit.edu.
With Scratch, people can create a wide variety
of interactive media projects – animations,
stories, games, and more – and share those
projects with others in an online community.
Since Scratch’s launch in May 2007, hundreds of
thousands of people all around the world have
created and shared more than 6 million
projects.
2
In addition to time and an openness to adventure, some important resources include:
+Computers with speakers (and, optionally, microphones and webcams): for the computer-based design activities
+Network connection: for connecting to Scratch online (if your environment does not offer a network connection, a
downloadable version of Scratch is available)
+Projector or interactive whiteboard with speakers: for sharing works-in-progress and for demonstrations
+Design notebooks (physical or digital): for documenting, sketching, and brainstorming ideas and plans
Scratch is being used in thousands of elementary, middle-school,
and high-school classrooms around the world. The guide can be
used in its entirety as a semester-long computing course, or
selectively as part of other curricular areas. Many educators
introduce creative computing as an after-school or lunch-time
program, using the activities as inspiration and scaffolding for
students’ open-ended explorations.
K-12 TEACHER
Scratch can serve as an introduction to fundamental computational
concepts and practices, often followed by a transition to more
traditional text-based programming languages in computer science
courses. For example, the CS50 course at Harvard University uses
Scratch as an introductory programming experience before
transitioning to the C programming language. The activities have
also been used as part of education, art, and media literacy courses
at the college level.
COLLEGE INSTRUCTOR
In addition to formal learning environments like classrooms,
Scratch has been used in informal learning spaces like museums
and libraries. Whether as a structured workshop experience or a
drop-in play space, these learning environments are ideal for
supporting explorations in creative computing, without some of the
restrictions present in traditional settings.
MUSEUM OR LIBRARY EDUCATOR
Parents can use the guide in a wide range of ways. From supporting
homeschooling activities, to starting creative computing clubs at
school, to hosting workshops at local community centers, parents
are encouraged to think about how to use the guide to support the
creative computing experiences of young learners.
PARENT
Over the past seven years since Scratch’s launch, young learners
have been passionate advocates for creative computing in a variety
of settings. From introducing their parents and teachers to
programming, to creating learning opportunities for their peers,
creative computing can be something that is done with them or by
them, rather than just for them.
YOUNG LEARNER
No matter your current context or prior
experience, this guide was designed with a wide
range of learners and educators in mind. Here are
a few examples of who might use the guide and
how they might use it:
Creative
computing is
for
everybody!
WHO IS THIS GUIDE FOR?
WHAT DO I NEED IN ORDER TO USE THIS GUIDE?
3
WHAT IS INCLUDED IN THIS GUIDE?
This guide is organized in seven units — from
an initial preparatory unit to a culminating
project-based unit — with each unit typically
including six activities. A summary of each unit
follows:
Assessment strategies are described throughout the guide, and several assessment instruments are included in the guide
appendix. Our approach to assessment is process-oriented, with a focus on creating opportunities for students to talk about
their own (and others’) creations and creative practices. There are many forms of process-oriented data that could be collected
and various strategies are suggested throughout the guide, such as:
+ supporting conversations with and among students about their projects, recorded through audio, video, or text
+ examining portfolios of projects
+ maintaining design journals
We view assessment as something that is done with students, to support their understanding of what they already know and
what they still want to learn. Assessment can involve a variety of participants, including the creators, their peers, teachers,
parents, and others.
Create new interactive worlds through collaborative
storytelling. Begin by developing characters, learning
to code conversations, and then situating those
characters and conversations in shifting scenes.
Combine characters, conversations, and scenes in a
larger story project that is passed along to other
creators to further develop – and possibly reimagine
entirely!
UNIT 3 - STORIES
Play with visuals and audio in these activities
focused on animation, art, and music. Explore
Scratch’s focus on media – and the key
computational concepts of loops, events, and
parallelism – by building your own band, designing
animated creatures, and creating a music video for a
favorite song.
UNIT 2 - ANIMATIONS
Get comfortable with the key computational concept
of sequence through a series of activities that
provide varying levels of structure – from a
step-by-step tutorial, to a creative challenge using a
limited number of blocks, to open-ended
explorations through making a project about
yourself.
UNIT 1 - EXPLORING
Prepare for the culture of creative computing by
exploring possibilities and setting up technical
infrastructure (e.g., creating Scratch accounts, starting
design journals) and social infrastructure (e.g.,
establishing critique groups). Dive into an initial
creative experience by making something
surprising” happen to a Scratch character.
UNIT 0 GETTING STARTED
Connect fundamental game mechanics such as
score and levels to key computational concepts,
such as variables, operators, and conditionals.
Analyze your favorite games, imagine new ones, and
practice game design by implementing (and
extending) classic games, like Pong.
UNIT 4 - GAMES
Before the culminating unit, take a moment to revisit
work from prior units, further exploring advanced
concepts or helping others by designing new
activities or debugging challenges.
UNIT 5 – DIVING DEEPER
Put all of the computational concepts and practices
into action by designing and developing a project of
your own through iterative cycles of planning,
making, and sharing.
UNIT 6 - HACKATHON
4
This guide was developed by members of the ScratchEd research team at the Harvard Graduate School of Education – Christan
Balch, Michelle Chung, and Karen Brennan. Jeff Hawson provided editing support and inexhaustible enthusiasm.
The guide contents draw on a previous version of the Creative Computing Guide (released in 2011) and on the Creative
Computing Online Workshop (hosted in 2013). These were made possible with support from the National Science Foundation
through grant DRL-1019396, the Google CS4HS program, and the Code-to-Learn Foundation.
We are enormously appreciative of the numerous educators who have used the previous version of this guide and participated
in workshops. In particular, we would like to thank the educators who extensively tested the first guide (Russell Clough, Judy
Hoffman, Kara Kestner, Alvin Kroon, Melissa Nordmann, and Tyson Spraul) and the educators who extensively reviewed the
current guide (Ingrid Gustafson, Megan Haddadi, Keledy Kenkel, Adam Scharfenberger, and LeeAnn Wells).
We are also greatly appreciative of our collaborators. We would like to thank Wendy Martin, Francisco Cervantes, and Bill Tally
from Education Development Center’s Center for Children & Technology, and Mitch Resnick from the MIT Media Lab for their
extensive contributions in developing the computational thinking framework and resources. We would like to thank the many
amazing Harvard Graduate School of Education interns who have contributed to the guide development over the past several
years since the initial version in 2011, including Vanity Gee, Vanessa Gennarelli, Mylo Lam, Tomoko Matsukawa, Aaron Morris,
Matthew Ong, Roshanak Razavi, Mary Jo Madda, Eric Schilling, and Elizabeth Woodbury.
USE AS MUCH
OR AS LITTLE AS
YOU LIKE
DESIGN
NEW
ACTIVITIES
REMIX
INCLUDED
ACTIVITIES
CHOOSE
YOUR OWN
ADVENTURE!
We encourage you to use as much or as little of the
guide as you like, to design new activities, and to
remix the included activities. No matter your prior
experience or expertise, we think of every educator
as a co-designer of the Creative Computing
experience. We would love to learn about what
you’re doing, so we encourage you to document and
share your experiences with us and with other
educators via the ScratchEd community at
http://scratched.gse.harvard.edu
We are releasing this guide under a Creative
Commons Attribution-ShareAlike license, which means
that you are completely free to use, change, and share
this work, as long as you provide appropriate
attribution and give others access to any derivative
works.
5
HOW SHOULD I USE THIS GUIDE?
WHERE DID THIS GUIDE COME FROM?
6
INTRODUCING SCRATCH 10
SCRATCH ACCOUNT 12
DESIGN JOURNAL 14
SCRATCH SURPRISE 16
SCRATCH STUDIO 18
CRITIQUE GROUP 20
WHAT’S INCLUDEDYOU ARE HERE
12 3 4 5 6
0
UNIT 0
GETTING STARTED
7
THE “BIG IDEA
When we shared a draft of this guide with
teachers, a common initial reaction was,
“Unit 0?!? Why 0?”
We hoped to communicate that this is a
preparatory
unit, supporting you in establishing
a culture of creative computing through
creating, personalizing, sharing, and reflecting.
Our ambition to support this type of learning
culture will be evident throughout the guide.
Creative computing culture has an intellectual
dimension, engaging with a set of
computational concepts and practices. It has a
physical dimension, encouraging interactions
with others through the placement of desks,
chairs, and computers. Most importantly, it has
an affective dimension, cultivating a sense of
confidence and fearlessness.
It really helps if you have kind of a culture or climate
in your classroom. It starts on the first day getting
kids to appreciate that they’re going to make
mistakes and that I’m going to be asking them to do
stuff that is hard. I always just put that right out
there. And they don’t, at first, just because they want
to succeed. Even adults don’t like to fail, or make
mistakes. But it is important, I feel, that when you do
run into difficulties that it’s not time to give up or cry.
It’s time to think about the strategies that you have
to solve your problem, or to look for help. No reason
to break down or give up – you keep at it.
TS, Elementary School Teacher
UNIT 0
OVERVIEW
+ Coordinate with your IT department to make sure your
computers can access the Scratch website.
+ Don’t have internet access? An offline version of Scratch
is available for download:
https://scratch.mit.edu/download
NOTES
+ profile editor
+ project page
+ studio
+ critique croup
+ red, yellow, green
KEY WORDS, CONCEPTS, & PRACTICES
LEARNING OBJECTIVES
Students will:
+ be introduced to the concept of computational creation, in
the context of Scratch
+ be able to imagine possibilities for their own Scratch-based
computational creation
+ become familiar with resources that support their
computational creation
+ prepare for creating Scratch projects by establishing Scratch
accounts, exploring Scratch studios, creating design
journals, and organizing critique groups
8
Ready to get started? This unit is designed for those who
are completely new to Scratch. From exploring inspiring
projects, to creating a Scratch account, to having an initial
experience playing with the Scratch project editor, each
activity is designed to guide you and your students
through the process of getting started with Scratch.
In each unit, we offer a selection of activities but we
encourage you to tinker with the choice and order of the
activities. Different contexts and audiences will invite
different experiences. Choose your own adventure by
mixing and matching the activities in ways that are most
compelling for you and the learners you support.
Not sure where to start? For more support, check out the
suggested path through the activities provided below.
SESSION 1 SESSION 2
Watch the
Scratch overview
video and
imagine what’s
possible with
Scratch.
INTRODUCING
SCRATCH
Set up a Scratch
account to save
and share your
projects.
SCRATCH
ACCOUNT
Create a design
journal to write
down notes and
reflections on
the process of
designing
Scratch projects.
DESIGN
JOURNAL
Learn how to
create a studio and
add a project to
the studio.
SCRATCH
STUDIO
SCRATCH
SURPRISE
Can you make
the Scratch cat
do something
surprising?
Gather in small
peer groups to
give and receive
feedback on
ideas and
projects drafts.
CRITIQUE
GROUP
9
POSSIBLE PATH
CHOOSE YOUR OWN ADVENTURE
Ask students about their experiences with computers
using the reflection prompts to the right.
Introduce students to creative computing with Scratch
and the range of projects they will be able to create by
showing the Scratch overview
video
and some sample
projects that your students will find engaging and
inspiring. Explain that over the next several sessions
they will be creating their own interactive
computational media with Scratch.
What will you create? Ask students to imagine what
types of projects they want to create with Scratch.
ACTIVITY DESCRIPTION
projector for showing Scratch overview video
(optional)
Scratch overview
video
http://vimeo.com/65583694
http://youtu.be/-SjuiawRMU4
sample projects studio
http://scratch.mit.edu/studios/137903
RESOURCES
+ What are the different ways you interact with
computers?
+ How many of those ways involve being creative with
computers?
REFLECTION PROMPTS
+ Did students brainstorm a diverse range of project
ideas? If not, try showing a wide variety of projects
to give students a sense of the possibilities.
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ If you don’t have internet access, download the Scratch
overview video from Vimeo before class, available at
http://vimeo.com/65583694
+ Instead of writing out their answers to the reflections
prompts, encourage students to get creative by
drawing their responses. (e.g., “Draw different ways you
interact with computers.”)
OBJECTIVES
By completing this activity, students will:
+ be introduced to computational creation with the
Scratch programming environment by watching
the Scratch overview video
or exploring sample
projects
+ be able to imagine possibilities for their own
Scratch-based computational creation
INTRODUCING
SCRATCH
SUGGESTED TIME
5–15 MINUTES
UNIT 0 ACTIVITY
10
_______________________
_______________________
_______________________
_______________________
Scratch online accounts require an email address. If
students cannot provide a personal or school email
address, a teacher or parent/guardian email address
may be used. Plan in advance if permission slips for
online accounts need to be collected.
Help students navigate to the Scratch website at
http://scratch.mit.edu and click on “Join Scratch” to get
started creating a Scratch account. Optionally, have the
Scratch Account handout
available to guide students.
Give students time to register, update their Scratch
profile page, and explore the Scratch online
community. Encourage students to practice signing in
and out of their accounts.
To make it easier for members of the class to find and
follow one another’s Scratch profiles, consider creating
a class list of usernames and names.
Examine the Scratch community guidelines as a group
to discuss respectful and constructive behavior. Review
how to report inappropriate posts on the website.
ACTIVITY DESCRIPTION
Scratch Account handout
Scratch community guidelines
http://scratch.mit.edu/community_guidelines
RESOURCES
+ What is your Scratch account username?
+ What is a hint to help you remember your password?
REFLECTION PROMPTS
+ Were students able to create Scratch accounts and
successfully sign in and out of the Scratch website?
REVIEWING STUDENT WORK
+ Teachers may prefer providing their email or creating a
class email address, as notifications of any
inappropriate behavior on the Scratch website will be
sent to the email that is registered with the account.
+ Check if any students already have an online account.
+ To remember passwords while maintaining privacy,
have students write down their username and
password in sealed envelopes that are kept in a secure
place in the classroom.
NOTES NOTES TO SELF
OBJECTIVES
By completing this activity, students will:
+ create a Scratch account
+ explore the Scratch online community and review
the Scratch community guidelines
SUGGESTED TIME
5–15 MINUTES
SCRATCH ACCOUNT
12
UNIT 0 ACTIVITY
_______________________
_______________________
_______________________
_______________________
FINISHED?
FINISHED?
NEW TO SCRATCH? GET STARTED BY
CREATING YOUR SCRATCH ACCOUNT!
You will need a Scratch account to
create, save, and share your Scratch
projects. The steps below will walk you
through creating a new account and
setting up your profile.
START HERE
Open a web browser and navigate to the
Scratch website: http://scratch.mit.edu
On the homepage, click on “Join Scratch” at the
top on the right of the page.
Complete the three steps to sign up for your
very own Scratch account!
SCRATCH ACCOUNT
sample design journals
http://bit.ly/designjournal-paper
http://bit.ly/design-journal-digital
http://bit.ly/designjournal-blog
paper and craft materials (for paper journals)
RESOURCES
+ How would you describe Scratch to a friend?
+ Write or sketch ideas for three different Scratch
projects you are interested in creating.
REFLECTION PROMPTS
+ What do the reflection responses tell you about the
types of projects students might be interested in
pursuing?
+ Based on students’ responses, which units in this
guide might appeal to your different students?
REVIEWING STUDENT WORK
Introduce students to the idea of the design journal, a
physical or digital notebook where they can brainstorm
ideas and share personal reflections, similar to a
personal journal or diary. Explain that students will be
prompted to update their design journals throughout
their Scratch programming adventures, but encourage
them to add to their journals anytime during the
process of designing projects to capture ideas,
inspiration, notes, sketches, questions, frustrations,
triumphs, etc.
Look through sample design journals to get ideas for
what type of design journals (paper or digital) will
work best for your students. Give students time to start
and personalize their design journals.
Ask students to create their first design journal post by
responding to the reflection prompts on the right.
Encourage students to share their design journals and
initial reflections with a neighbor.
ACTIVITY DESCRIPTION
NOTES NOTES TO SELF
+ During other guide activities, facilitate group
discussions around relevant reflection prompts.
+ Decide whether design journals should be private or
public. For example, you could maintain one-on-one
feedback with students through private journals or
have students leave comments for peers on shared
journals. Consider the pros and cons of each option.
14
UNIT 0 ACTIVITY
OBJECTIVES
By completing this activity, students will:
+ start a personalized design journal for
documenting their design process and reflections
DESIGN JOURNAL
SUGGESTED TIME
15–30 MINUTES
_______________________
_______________________
_______________________
_______________________
Help students open the Scratch project editor by
navigating to the Scratch website at
http://scratch.mit.edu, signing in to their Scratch
accounts, and then clicking on “Create”
at the top of
the page. Optionally, have the Scratch Surprise
handout and Scratch Cards
available to guide students
during their explorations.
Give students 10 minutes to explore the Scratch
interface in an open-ended way. Prompt students with,
You have 10 minutes to make something surprising
happen to the Scratch cat. Or, “Take 10 minutes to
explore the interface fearlessly. What do you notice?”
Encourage students to work together, ask each other
for help, and share what they are figuring out.
Ask for 3 or 4 volunteers to share with the entire group
one thing that they discovered. Optionally, after the
volunteers have shared, offer several challenges to the
students:
- Did anyone figure out how to add sound?
- Did anyone figure out how to change the
background?
- Did anyone figure out how to get help with blocks?
ACTIVITY DESCRIPTION
Scratch Surprise Handout
Scratch Cards
https://scratch.mit.edu/info/cards/
RESOURCES
+ What did you figure out?
+ What do you want to know more about?
REFLECTION PROMPTS
+ Do students know how to initiate a new project?
+ Do students understand the basic mechanism of
snapping Scratch blocks together?
REVIEWING STUDENT WORK
SCRATCH SURPRISE OBJECTIVES
By completing this activity, students will:
+ engage in an exploratory, hands-on experience
with Scratch
SUGGESTED TIME
15–30 MINUTES
NOTES NOTES TO SELF
+ A major goal of this activity is to establish a culture of
fearlessness, exploration, and peer collaboration. It is
expected that students (and their teachers!) will not
know everything ahead of time – and the environment
becomes a space where everyone is learning together.
UIT 0
ACTIVITY
16
UNIT 0 ACTIVITY
_______________________
_______________________
_______________________
_______________________
CAN YOU MAKE THE SCRATCH CAT
DO SOMETHING SURPRISING?
In this activity, you will create a new
project with Scratch and explore
different Scratch blocks to make the cat
do something surprising!
What will you create?
START HERE
Go to the Scratch website: http://scratch.mit.edu
Sign into your account.
Click on the “Create” tab located at the top left
of the browser to start a new project.
Time to explore! Try clicking on different parts
of the Scratch interface to see what happens.
Play with different Scratch blocks! Drag and
drop Scratch blocks into the scripting area.
Experiment by clicking on each block to see
what they do or try snapping blocks together.
SCRATCH SURPRISE
Scratch Studio handout
Scratch Surprise studio
http://scratch.mit.edu/studios/460431
RESOURCES
Scratch studios are one way to collect and organize
Scratch projects online. In this activity, help students
understand what studios are and how to add a project
to a studio. Optionally, have the Scratch Studio
handout
available to guide students.
First, have students navigate to the Scratch website
and sign in to their accounts. Next, help students find
the Scratch Surprise studio or a class studio you’ve
created. Then, let students share their Scratch Surprise
explorations with others by adding their programs to
the studio.
Encourage students to investigate other projects in the
studio. Invite them to add a comment on the project
page of two projects in the collection that they find
particularly interesting or inspiring. Engage the group
in a discussion about how to give appropriate and
purposeful feedback.
Ask students to think back on their creative
explorations by responding to the reflection prompts
in their design journals or in a group discussion.
ACTIVITY DESCRIPTION
+ Did students successfully add their projects to the
studio?
+ Did students comment appropriately on others’
work?
REVIEWING STUDENT WORK
+ What are Scratch studios for?
+ What did you find interesting or inspiring about
looking at other projects?
+ What two comments did you share?
+ What is good” feedback?
REFLECTION PROMPTS
NOTES NOTES TO SELF
+ Create your own studio(s) to collect student work. Start
a class Scratch Surprise studio using your Scratch
account and then give students the studio link to “turn
in” projects. Create one dedicated studio to gather all
class projects or distribute activities across separate
studios to track student progress.
OBJECTIVES
By completing this activity, students will:
+ be able to add a project to a studio
+ be able to post comments on other Scratch
projects
SCRATCH STUDIO
SUGGESTED TIME
5–15 MINUTES
18
UNIT 0 ACTIVITY
_______________________
_______________________
_______________________
_______________________
START HERE
Go to the Scratch Surprise studio using this link:
http://scratch.mit.edu/studios/460431
Sign into your account.
Click on Add Projects” at the bottom of the page
to show your your projects, favorite projects, and
recently viewed projects.
Use the arrows to find your Scratch Surprise
project and then click Add + to add your
project to the studio.
LEARN HOW TO ADD YOUR PROJECT
TO AN ONLINE SCRATCH STUDIO!
Studios are collections of Scratch projects.
Follow along with the steps below to add
your Scratch Surprise program to the Scratch
Surprise studio on the Scratch website.
SCRATCH STUDIO
OBJECTIVES
By completing this activity, students will:
+ divide into small critique groups in order to give
and get feedback on design ideas and
works-in-progress
Critique Group handout
RESOURCES
Introduce students to the idea of a critique group, a
small group of designers who share ideas and
projects-in-progress with one another in order to get
feedback and suggestions for further development.
Optionally, have the Critique Group handout available
to guide students in giving feedback.
Divide students in smaller groups of 3-4 people.
In these critique groups, ask students to take turns
sharing their ideas, drafts, or prototypes, for example,
Scratch Surprise projects.
Let students gather feedback by having their critique
group members respond to the Red, Yellow, Green
reflection prompts or using the Critique Group
handout. Encourage students to record other notes,
feedback, and suggestions in their design journals.
ACTIVITY DESCRIPTION
+ RED: What is something that doesn’t work or could
be improved?
+ YELLOW: What is something that is confusing or
could be done differently?
+ GREEN: What is something that works well or you
really like about the project?
REFLECTION PROMPTS
+ Did all students have a chance to share their work
and get feedback?
REVIEWING STUDENT WORK
CRITIQUE GROUP
NOTES NOTES TO SELF
+ It can be valuable to have a dedicated group of peers
to give you encouragement and feedback on your
design iterations. Provide opportunities for students to
continue meeting with their critique groups during
Units 1-6.
SUGGESTED TIME
15–30 MINUTES
20
UNIT 0 ACTIVITY
_______________________
_______________________
_______________________
_______________________
PROJECT
FEEDBACK
PARTS OF THE PROJECT THAT MIGHT BE HELPFUL TO THINK ABOUT:
+ Clarity: Did you understand what the project is supposed to do?
+ Features: What features does the project have? Does the project work as expected?
+ Appeal: How engaging is the project? Is it interactive, original, sophisticated, funny, or interesting? How did you feel as you interacted
with it?
FEEDBACK FOR: ______________________________________________________________________
PROJECT TITLE: ______________________________________________________________________
FEEDBACK BY
[YELLOW]
What is something that is confusing or
could be done differently?
[RED]
What is something that doesn’t work or
could be improved?
[GREEN]
What is something that works well or
you really like about the project?
CRITIQUE GROUP
22
PROGRAMMED TO DANCE 26
STEP-BY-STEP 28
10 BLOCKS 30
MY STUDIO 32
DEBUG IT! 34
ABOUT ME 36
WHAT’S INCLUDEDYOU ARE HERE
0 2 3 4 5 6
1
UNIT 1
EXPLORING
23
THE “BIG IDEA
Many of the educators that we have worked with over the
years wrestle with two questions when getting started with
creative computing: What’s the best way of helping learners
get started?” and What do I, as teacher, need to know?” The
writings of Seymour Papert (a renowned mathematician,
educator, and major influence on the development of Scratch
through the Logo programming language) serve as
inspiration for thinking about these questions.
With respect to the first question, two extreme positions tend
to be taken up. Either learners need to be told what to do and
should have highly structured experiences – or learners need
to be left totally alone to explore under their own direction.
Papert, a proponent of the notion that young learners should
act as advocates for and explorers of their own thinking and
learning, encouraged teachers to seek a balance between
teaching and learning. Throughout the guide, we vary the
amount of structure in the activities in an effort to provide
balance.
With respect to the second question, educators sometimes
worry that they don’t “know” enough about Scratch to be able
to help others. We encourage you to take a broad view of
what it means to “know” Scratch. You don’t need to know
everything about the Scratch interface or how to solve every
problem that a learner encounters. But, as Papert noted,
educators can serve as cognitive guides, asking questions and
helping break down problems into manageable pieces.
UNIT 1
OVERVIEW
As they puzzled together the child had a
revelation: “Do you mean, he said, “that you really
don’t know how to fix it?” The child did not yet
know how to say it, but what had been revealed to
him was that he and the teacher had been
engaged together in a research project. The
incident is poignant. It speaks of all the times this
child entered into teachers’ games of “let’s do that
together” all the while knowing that the
collaboration was a fiction. Discovery cannot be a
setup; invention cannot be scheduled.
(Papert, 1980, p. 115)
LEARNING OBJECTIVES
Students will:
+ build on initial explorations of the Scratch environment by
creating an interactive Scratch project
+ be introduced to a wider range of Scratch blocks
+ become familiar with the concept of sequence
+ practice experimenting and iterating while creating projects
+ Make sure students already have a Scratch account for saving
and sharing their projects online.
+ Think about how you plan to access your students’ work. For
example, you can create class studios to collect projects, have
students email you project links, or start a class blog.
NOTES
+ experimenting and
iterating
+ testing and debugging
+ sequence
+ sprite
KEY WORDS, CONCEPTS, & PRACTICES
24
+ motion
+ looks
+ sound
+ costume
+ backdrop
+ tips window
+ remix
+ interactive
collage
+ pair-share
This unit includes a mix of structured and open-ended
activities that engage students in exploration of the key
concept of sequence – identifying and specifying an
ordered series of instructions. This is often a powerful
moment for students: they’re telling the computer what to
do, by translating their ideas into blocks of computer code.
From a step-by-step tutorial, to playing with a constrained
number of blocks, to a debugging challenge, each activity
helps learners build the skills needed to create an About
Me project. In the culminating project, learners will
explore and experiment with sprites, costumes, looks,
backdrops, and sounds to create a personalized, interactive
collage in Scratch.
Take advantage of all the activities or pick a few that cater
to your students’ specific needs and interests; the choice is
up to you. If you’re not sure where to start, a possible order
for the activities is suggested below.
SESSION 2 SESSION 4 & SESSION 5
SESSION 1 SESSION 3
How can you
express a sequence
of dance moves
using simple verbal
instructions?
PROGRAMMED
TO DANCE
New to Scratch?
Create your first
Scratch project!
STEP-BY-STEP
What can you
create with only
10 Scratch
blocks?
10 BLOCKS
Help!
Can you debug
these five Scratch
programs?
DEBUG IT!
MY STUDIO
What can be
created with
Scratch?
How can you
combine images and
sounds to make an
interactive collage
about yourself?
ABOUT ME
25
POSSIBLE PATH
CHOOSE YOUR OWN ADVENTURE
Ask for 8 volunteers – four people who don’t mind
being bossy and four people who don’t mind being
bossed. Create four bossy/bossed pairs. Optionally,
have a projector ready to present the Programmed to
Dance videos.
For each bossy/bossed pair:
1. Have the bossed partner facing away from the
display and the bossy partner (and the rest of the
group) facing the display.
2. Show the video to the bossy partner and the group,
but NOT to the bossed partner.
3. Ask the bossy partner to describe to their partner
(using only words!) how to perform the sequence of
dance moves shown in the video.
Use this activity to start a discussion about the
importance of sequence in specifying a set of
instructions. You can let students reflect individually in
their design journals or facilitate a group discussion by
inviting different bossy/bossed pairs and observers to
share their thoughts.
ACTIVITY DESCRIPTION
projector (optional)
Programmed to Dance videos
http://vimeo.com/28612347
http://vimeo.com/28612585
http://vimeo.com/28612800
http://vimeo.com/28612970
RESOURCES
+ What was easy/difficult about being the bossy partner?
+ What was easy/difficult about being the bossed partner?
+ What was easy/difficult about watching?
+ How does this activity relate to what we’re doing with
Scratch?
REFLECTION PROMPTS
+ Can students explain what is important about
sequence when specifying instructions?
REVIEWING STUDENT WORK
OBJECTIVES
By completing this activity, students will:
+ learn to express a complex activity using a
sequence of simple instructions
PROGRAMMED TO
DANCE SUGGESTED TIME
45–60 MINUTES
NOTES NOTES TO SELF
+ This is one of several activities in this guide that are
computer-free. Stepping back from the computer can
support fresh perspectives on and new understandings
of computational concepts, practices, and perspectives.
+ Have students write down step-by-step instructions for
one of the dances. In programming, this is called
pseudocode”.
UNIT 1 ACTIVITY
26
_______________________
_______________________
_______________________
_______________________
Step-by-Step handout
Step-by-Step studio
http://scratch.mit.edu/studios/475476
Scratch Cards
https://scratch.mit.edu/info/cards/
RESOURCES
Help students sign in to their Scratch accounts and
click on the Create button at the top of the Scratch
website to open the project editor. Optionally, have the
Step-by-Step handout and Scratch Cards available to
guide students during the activity.
Have students open the Tips window and follow the
Getting Started with Scratch step-by-step tutorial to
create a dancing cat program. Encourage students to
add other blocks and experiment with motion, sprites,
looks, costumes, sound, or backdrops to make the
project their own.
Let students share their first Scratch creations with
one another! Optionally, help students share and add
their projects to the Step-by-Step studio or a class
studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or as a group discussion.
ACTIVITY DESCRIPTION
+ Were students able to open Scratch and find the Tips
Window?
+ Were students able to create a dancing cat?
+ Were students able to save and share projects?
REVIEWING STUDENT WORK
+ What was surprising about the activity?
+ How did it feel to be led step-by-step through
the activity?
+ When do you feel most creative?
REFLECTION PROMPTS
NOTES NOTES TO SELF
+ If they don’t have one already, help learners create a
Scratch account using the Unit 0 Scratch Account
activity, so that students can save and share their first
Scratch project with friends and family.
+ Remind students how to add a project to a studio with
the Unit 0 Scratch Studio activity or handout.
OBJECTIVES
By completing this activity, students will:
+ create a dancing cat in Scratch by following a
step-by-step tutorial
+ experience building up a program by
experimenting and iterating
STEP-BY-STEP
SUGGESTED TIME
15–30 MINUTES
28
UNIT 1 ACTIVITY
_______________________
_______________________
_______________________
_______________________
START HERE
Follow the Step-by-Step Intro in the Tips
Window.
Add more blocks.
Experiment to make it your own!
Try recording your own sounds.
Create different backdrops.
Turn your project into a dance party by
adding more dancing sprites!
Try designing a new costume for your
sprite.
What blocks do you want to experiment with?
THINGS TO TRY FINISHED?
+ Add your project to the Step-by-Step Studio:
http://scratch.mit.edu/studios/475476
+ Challenge yourself to do more! Play with adding new blocks,
sound, or motion.
+ Help a neighbor!
+ Choose a few new blocks to experiment with. Try them out!
NEW TO SCRATCH? CREATE YOUR
FIRST SCRATCH PROJECT!
In this activity, you will follow the
Step-by-Step Intro in the Tips Window to
create a dancing cat in Scratch. Once you
have completed the steps, experiment by
adding other Scratch blocks to make the
project your own.
STEP-BY-STEP
Help students sign in to their Scratch accounts and
click on the Create button at the top of the Scratch
website to start a new project. Optionally, have the 10
Blocks handout available to guide students during the
activity.
Give students time to create a project with only these
10 Scratch blocks: go to, glide, say, show, hide, set size
to, play sound until done, when this sprite clicked, wait,
and repeat. Remind students to use each block at least
once in their project and encourage them to
experiment with different sprites, costumes, or
backdrops.
Invite students to share their projects in their critique
groups (see the Unit 0 Critique Group activity).
Optionally, have students add their projects to the 10
Blocks studio or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
10 Blocks handout
10 Blocks studio
http://scratch.mit.edu/studios/475480
RESOURCES
+ What was difficult about being able to use only 10
blocks?
+ What was easy about being able to use only 10
blocks?
+ How did it make you think of things differently?
REFLECTION PROMPTS
+ Do projects include all 10 blocks?
+ How do different students react to the idea of
creating with constraints? What might this tell you
about how this student learns?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ It’s surprising how much one can do with just 10
blocks! Take this opportunity to encourage different
ideas and celebrate creativity by inviting a few
students to present their projects in front of the class
or by exploring other projects online in the 10 Blocks
studio.
OBJECTIVES
By completing this activity, students will:
+ create a project with the constraint of only being
able to use 10 blocks
10 BLOCKS
SUGGESTED TIME
15–30 MINUTES
30
UNIT 1 ACTIVITY
_______________________
_______________________
_______________________
_______________________
FINISHED?
FEELING
STUCK?
THAT’S OKAY! TRY THESE THINGS…
+ Add your project to the 10 Blocks Studio:
http://scratch.mit.edu/studios/475480
+ Play with different sprites, costumes, or backdrops.
+ Challenge yourself to do more! See how many different
projects you can create with these 10 blocks.
+ Swap projects with a partner and remix each others’
creations.
START HERE
Test ideas by experimenting with each block.
Mix and match blocks in various ways.
Repeat!
Test ideas by trying out different block combinations.
Mix and match blocks until you find something that
interests you!
Try brainstorming ideas with a neighbor!
Explore other projects to see what others are doing in
Scratch. This can be a great way to find inspiration!
WHAT CAN YOU CREATE WITH ONLY
10 SCRATCH BLOCKS?
Create a project using only these 10
blocks. Use them once, twice, or
multiple times, but use each block at
least once.
10 BLOCKS
My Studio handout
example studios
http://scratch.mit.edu/studios/211580
http://scratch.mit.edu/studios/138296
http://scratch.mit.edu/studios/138297
http://scratch.mit.edu/studios/138298
RESOURCES
Optionally, demonstrate how to create a new studio or
have the My Studio handout available to guide
students.
Optionally, show example inspiration studios using the
links provided. Give students 10 minutes to browse
existing Scratch projects on the Scratch homepage and
search for interesting programs using the Explore
page.
Ask students to identify three or more Scratch projects
that can be used to inform and inspire a project of
their own. Help students create a new studio from
their My Stuff page and add the inspirational projects
to the studio.
Invite students to share their approaches for finding
inspirational programs. We suggest pair-share: have
students share studios and discuss search strategies in
pairs.
Ask students to think back on the process of discovery
by responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
+ What search strategies did you use to find interesting
projects?
+ How might each example project help with future
work?
+ It’s important to give credit to sources of inspiration.
How can you give credit for inspiration from these
projects?
REFLECTION PROMPTS
+ Are there three or more projects in the studio?
+ What do these projects tell you about your students’
design interests?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ If students don’t have individual Scratch accounts,
create a class studio that students can curate.
+ A variety of studios can be created - students could
collect Scratch projects that are similar in theme or
topic to what they want to create or gather programs
that include techniques or assets to incorporate in a
future creation.
OBJECTIVES
By completing this activity, students will:
+ investigate the range of creative possibilities with
Scratch by exploring some of the millions of
projects on the Scratch website
+ curate a collection of 3 or more Scratch projects in
a Scratch studio
MY STUDIO
SUGGESTED TIME
15–30 MINUTES
32
UNIT 1 ACTIVITY
_______________________
_______________________
_______________________
_______________________
WHAT CAN BE CREATED WITH
SCRATCH?
In this activity, you will investigate the
range of creative possibility with Scratch
by exploring some of the millions of
projects on the Scratch website -- and
start a collection of favorites in a Scratch
studio!
Browse projects on the Scratch homepage OR
click on “Explore” to search for specific types of
projects.
Create a new studio from your My Stuff page.
Add three (or more!) inspiring projects to your
studio.
Use the search bar to find projects that
relate to your interests.
Explore each of the Animations, Art,
Games, Music, & Stories categories on
the Explore page.
Look through the Featured Studios on
the homepage for ideas.
+ Challenge yourself to do more! The more Scratch projects you explore,
the more you learn about what can be accomplished in Scratch!
+ Find studios created by other Scratchers that you find interesting!
+ Ask a neighbor what strategies they used to find interesting projects.
+ Share your newly created studio with a neighbor!
START HERE
MY STUDIO
THINGS TO TRY FINISHED?
Unit 1 Debug It! handout
Unit 1 Debug It! studio
http://scratch.mit.edu/studios/475483
RESOURCES
Optionally, have the Unit 1 Debug It! handout
available to guide students during the activity.
Help students open the Debug It! programs from the
Unit 1 Debug It! studio or by following the project
links listed on the Unit 1 Debug It! handout. Encourage
students to click on the “Look Inside” button to
investigate the buggy program, tinker with problematic
code, and test possible solutions.
Give students time to test and debug each Debug It!
challenge. Optionally, have students use the remix
function in Scratch to fix the bugs and save corrected
programs.
Ask students to reflect back on their testing and
debugging experiences by responding to the reflection
prompts in their design journals or in a group
discussion.
Create a class list of debugging strategies by collecting
students’ problem finding and problem solving
approaches.
ACTIVITY DESCRIPTION
+ What was the problem?
+ How did you identify the problem?
+ How did you fix the problem?
+ Did others have alternative approaches to fixing the
problem?
REFLECTION PROMPTS
+ Were students able to solve all five bugs? If not, how
might you clarify the concepts expressed in the
unsolved programs?
+ What different testing and debugging strategies did
students employ?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ This activity works well in groups! Get students
working in teams of 2-4 people to collectively problem
solve and share debugging strategies.
+ Testing and debugging is probably the most common
activity of programmers. Things rarely work as planned,
so developing a set of testing and debugging
strategies will be beneficial to any computational
creator.
OBJECTIVES
By completing this activity, students will:
+ investigate the problem and find a solution to five
debugging challenges
+ explore a range of concepts (including sequence)
through the practices of testing and debugging
+ develop a list of strategies for debugging projects
SUGGESTED TIME
15–30 MINUTES
DEBUG IT!
34
UNIT 1
ACTIVITY
UNIT 1 ACTIVITY
_______________________
_______________________
_______________________
_______________________
HELP! CAN YOU DEBUG THESE FIVE
SCRATCH PROGRAMS?
In this activity, you will investigate what
is going awry and find a solution for each
of the five Debug It! challenges.
Make a list of possible bugs in the program.
Keep track of your work! This can be a useful reminder
of what you have already tried and point you toward
what to try next.
Share and compare your problem finding and problem
solving approaches with a neighbor until you find
something that works for you!
+ Discuss your testing and debugging practices with a
partner. Make note of the similarities and differences in
your strategies.
+ Add code commentary by right clicking on blocks in your
scripts. This can help others understand different parts
of your program!
+ Help a neighbor!
DEBUG IT! 1.1 http://scratch.mit.edu/projects/10437040
When the green flag is clicked, both Gobo and Scratch Cat
should start dancing. But only Scratch Cat starts Dancing!
How do we fix the program?
DEBUG IT! 1.2 http://scratch.mit.edu/projects/10437249
In this project, when the green flag is clicked, the Scratch Cat
should start on the left side of the stage, say something
about being on the left side, glide to the right side of the
stage, and say something about being on the right side. It
works the first time the green flag is clicked, but not again.
How do we fix the program?
DEBUG IT! 1.3 http://scratch.mit.edu/projects/10437366
The Scratch Cat should do a flip when the space key is
pressed. But when the space key is pressed, nothing happens!
How do we fix the program?
DEBUG IT! 1.4 http://scratch.mit.edu/projects/10437439
In this project, the Scratch Cat should pace back and forth
across the stage, when it is clicked. But the Scratch Cat is
flipping out – and is walking upside down! How do we fix the
program?
DEBUG IT! 1.5 http://scratch.mit.edu/projects/10437476
In this project, when the green flag is clicked, the Scratch Cat
should saw ‘Meow, meow, meow!’ in a speech bubble and as a
sound. But the speech bubble happens before the sound
and the Scratch Cat only makes one ‘Meow’ sound! How do
we fix the program?
Go to the Unit 1 Debug It! studio:
http://scratch.mit.edu/studios/475483
Test and debug each of the five debugging
challenges in the studio.
Write down your solution or remix the buggy
program with your solution.
START HERE
DEBUG IT!
FINISHED?
FEELING
STUCK?
THAT’S OKAY! TRY THESE THINGS…
About Me handout
About Me studio
http://scratch.mit.edu/studios/475470
Scratch Cards
http://scratch.mit.edu/help/cards
RESOURCES
+ What are you most proud of? Why?
+ What did you get stuck on? How did you get
unstuck?
+ What might you want to do next?
+ What did you discover from looking at others’ About
Me projects?
REFLECTION PROMPTS
+ Do projects make creative use of sprites, costumes,
looks, backdrops, or sound?
+ Are projects interactive? Can users interact with
various elements within the project?
REVIEWING STUDENT WORK
ABOUT ME OBJECTIVES
By completing this activity, students will:
+ become familiar with a wider range of Scratch
blocks
+ be able to create an open-ended Scratch project
that is an interactive digital representation of
their personal interests
SUGGESTED TIME
45–60 MINUTES
Introduce students to the concept of the interactive
collage, a Scratch project that represents aspects of
themselves through clickable sprites. Optionally, show
interactive project examples from the About Me studio.
Have students sign in to their Scratch accounts and
open a new project. Optionally, have the About Me
handout and Scratch Cards available to provide
guidance. Give students time to create an About Me
interactive collage Scratch project, encouraging them
to build up their programs by experimenting and
iterating.
Allow students to share their works-in-progress with
others. We suggest pair-share: have students share and
discuss their projects in pairs. Optionally, invite
students to add their projects to the About Me studio
or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
NOTES NOTES TO SELF
+ Example projects can simultaneously inspire and
intimidate, open the creative space and constrain it.
Encourage a wide range of creations; diversity is great!
+ Students can further personalize projects by using a
camera or webcam to bring images into the project.
36
UNIT 1 ACTIVITY
_______________________
_______________________
_______________________
_______________________
TIPS & TRICKS
Make your sprite interactive by adding scripts that
have the sprite respond to clicks, key presses, and
more!
BLOCKS TO PLAY WITH FINISHED?
Use costumes to change how your sprite
looks.
Create different backdrops.
Try adding sound to your project.
Try adding movement into your collage.
THINGS TO TRY
+ Add your project to the About
Me Studio:
http://scratch.mit.edu/studios
/475470
+ Challenge yourself to do
more! Play with adding new
blocks, sound, or motion!
+ Help a neighbor!
HOW CAN YOU COMBINE INTERESTING IMAGES
AND SOUNDS TO MAKE AN INTERACTIVE
COLLAGE ABOUT YOURSELF?
START HERE
Create a sprite.
Make it interactive.
Repeat!
ABOUT ME
Experiment with sprites, costumes, backdrops,
looks, and sounds to create an interactive
Scratch project -- a project that helps other
people learn more about YOU and the ideas,
activities, and people that you care about.
38
39
UNIT 2
ANIMATIONS
PERFORMING SCRIPTS 42
BUILD-A-BAND 44
ORANGE SQUARE, PURPLE CIRCLE 46
IT’S ALIVE! 48
DEBUG IT! 50
MUSIC VIDEO 52
0 1 3 4 5 6
2
WHAT’S INCLUDEDYOU ARE HERE
THE “BIG IDEA
It’s really great to express
yourself creatively. You
could do anything with it.
You can make video games,
music, art, videos, anything.
The possibilities are
endless, no limitations,
really. Lindsey, 12 years old
It’s just that theres
endless possibilities. It’s
not like you can just
make this project or this
project and that’s all that
you can make.
Nevin, 9 years old
It’s a program that lets you explore your
imagination. You can do whatever you want in it.
You can create anything. There really is no limit
to what you can make. You design your own stuff,
and once you start you just don’t want to stop
because as you learn more, you can see there’s
more possibilities, and the more possibilities
there are, the more you want to expand on what
you just learned.
Bradley, 12 years old
UNIT 2
OVERVIEW
Kids have shared more than six million projects in the
Scratch online community animations, stories, games,
and beyond and one of our goals with the guide is to
reflect this enormous diversity of creations. Within
activities, we support opportunities to personalize and
avoid presenting challenges that have only one right”
answer; across activities, we engage learners in a
variety of genres. In this unit, we start to explore this
creative diversity with a deep dive into animation, art,
and music.
Creative diversity in Scratch has often been highlighted
by learners. Here are a few quotes from learners who
were asked, “If you had to explain what Scratch is to one
of your friends, how would you describe it?”
LEARNING OBJECTIVES
Students will:
+ be introduced to the computational thinking concepts of
loops, events, and parallelism
+ become more familiar with the concepts of sequence
+ experiment with new blocks in the Events, Control, Sound,
and Looks categories
+ explore various arts-themed Scratch programs
+ create an animated music video project
+ Many activities in this unit include elements of sound and
music. We recommend having headphones readily
available for students.
NOTES
+ loops
+ events
+ parallelism
+ control
+ broadcast
KEY WORDS, CONCEPTS, & PRACTICES
Well, I like that you can sort
of do anything on it. It’s like
you can do whatever you
want, really. You can be as
creative as you want to be.
Aaron, 10 years old
40
+ scripts
+ presentation mode
+ bitmap
+ vector
+ animation
+ gallery walk
Programming in Scratch is like directing theatre. In theatre,
just as in Scratch, there are characters (sprites, in Scratch
parlance), costumes, backdrops, scripts, and a stage. Scratch
programming utilizes cues called events”, which signal
when things should occur in a project, such as: activating a
project (when green flag clicked), triggering sprites’ actions
(when this sprite clicked), or even sending a silent cue
across sprites or backdrops (broadcast).
Inspired by the theatre metaphor, this unit’s arts-themed
activities are designed to help students explore the
computational concepts of loops, events, and parallelism,
culminating in the design of personalized music videos.
Play the part of a
sprite by acting out
different Scratch
blocks and scripts.
PERFORMING
SCRIPTS
Create your own
musical group by
making interactive
instruments.
BUILD-A-BAND
What project can you
create that includes
an orange square
and a purple circle?
ORANGE
SQUARE,
PURPLE
CIRCLE
Help!
Can you debug these
five Scratch
programs?
DEBUG IT!
IT’S ALIVE!
Can you animate it?
Experiment with
multiple costumes to
bring an image to life.
How can you combine
animation with music
to create your own
Scratch-inspired music
video?
MUSIC VIDEO
SESSION 4SESSION 1 SESSION 2 SESSION 3 SESSION 4 & SESSION 5
41
POSSIBLE PATH
CHOOSE YOUR OWN ADVENTURE
Optionally, have a projector connected to a computer
with Scratch open to display which blocks and scripts
will be performed.
Ask for two volunteers.
Prompt the two volunteers to act out a series of
instructions (either by programming” the volunteers
through the Scratch interface or through printed-out
physical versions of the Scratch blocks).
- Have one person do one thing (like walk across the
room).
- Have that person reset”.
- Have that person do two things simultaneously (like
walk across the room and talk).
- Add the second person, by having the second person
simultaneously (but independently) do a task, like
talking.
- Have the second person do a dependent task, like
responding to the first person instead of talking over.
Reflect on the experience as a group to discuss the
concepts of events and parallelism using the reflection
prompts to the right.
ACTIVITY DESCRIPTION
projector (optional)
physical Scratch blocks (optional)
RESOURCES
+ What are the different ways that actions were
triggered?
+ What are the mechanisms for events in Scratch?
+ What were the different ways in which things were
happening at the same time?
+ What are the mechanisms that enable parallelism in
Scratch?
REFLECTION PROMPTS
+ Can students explain what events and parallelism
are and how they work in Scratch?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ This activity highlights the notion of reset”, which is
something Scratchers often struggle with as they get
started. If they want things to start in a particular
location, with a particular look, etc., students need to
understand that they are completely responsible for
programming those setup steps.
+ This activity can be useful for demonstrating the
broadcast and when I receive block pair.
OBJECTIVES
By completing this activity, students will:
+ be introduced to the concepts of events (one thing
causing another thing to happen) and parallelism
(things happening at the same time) through
performance
+ be able to explain what events are and how they
work in Scratch
+ be able to explain what parallelism is and how it
works in Scratch
PERFORMING
SCRIPTS
SUGGESTED TIME
30–45 MINUTES
UNIT 2 ACTIVITY
42
_______________________
_______________________
_______________________
_______________________
Optionally, show example projects from the
Build-a-Band studio and have the Build-a-Band
handout available to guide students.
Give students time to create interactive instruments by
pairing sprites with sounds. Encourage them to
experiment with different ways to express sounds in
Scratch by exploring other blocks in the Sounds
category or using the editing tools within the Sounds
tab.
Allow students to demonstrate their bands to one
another or let students walk around to interact with
classmates’ instruments. We recommend a gallery walk:
have students put their projects in presentation mode
and then invite them to walk around and explore each
other’s projects. Optionally, have students add their
projects to the Build-a-Band studio or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
Build-a-Band handout
Build-a-Band studio
http://scratch.mit.edu/studios/475523
RESOURCES
+ What did you do first?
+ What did you do next?
+ What did you do last?
REFLECTION PROMPTS
+ Do projects make creative use of sounds?
+ Are the sprites in the projects interactive?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ To share as a whole group, have students perform their
Scratch instruments together to form a class band!
OBJECTIVES
By completing this activity, students will:
+ create a program that combines interactive sprites
with interesting sounds
+ develop greater fluency with sequence, loops,
events, and parallelism
+ practice experimenting and iterating in building
up project creations
BUILD-A-BAND
SUGGESTED TIME
30–45 MINUTES
44
UNIT 2 ACTIVITY
_______________________
_______________________
_______________________
_______________________
Use repeat blocks to make a sound play more than once.
Import or record your own sounds or experiment with the
Sounds editor.
Try playing with the tempo blocks to speed up or slow down
the rhythm.
+ Add your project to the Build-A-Band
Studio:
http://scratch.mit.edu/studios/475523
+ Challenge yourself to do more! Invent a
new instrument or record your own
sounds.
+ Help a neighbor!
HOW CAN YOU UTILIZE SCRATCH TO
CREATE SOUNDS, INSTRUMENTS,
BANDS, OR STYLES OF MUSIC THAT
REPRESENT THE MUSIC YOU LOVE
MOST?
In this activity, you will build your own
music-inspired Scratch project by pairing
sprites with sounds to design interactive
instruments.
Create a sprite.
Add sound blocks.
Experiment with ways to make your instruments
interactive.
START HERE
THINGS TO TRY FINISHED?
BUILD-A-BAND
Choose instruments from the sprite library or create your
own.
Optionally, show example projects from the Orange
Square, Purple Circle studio and have the Orange
Square, Purple Circle handout available to guide
students.
Give students time to create a project that includes an
orange square and a purple circle. Invite students to
experiment with Looks blocks and the paint editor to
explore their artistic abilities.
Encourage students to share their creative work with
others. We recommend gallery walk: have students put
their projects in presentation mode and then invite
them to walk around and explore each other’s projects.
Optionally, have students add their projects to the
Orange Square, Purple Circle studio or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
Orange Square, Purple Circle handout
Orange Square, Purple Circle studio
http://scratch.mit.edu/studios/475527
RESOURCES
+ How did you incorporate an orange square and a
purple circle into your project? Where did this idea
come from?
+ What was challenging about this activity?
+ What was surprising about this activity?
REFLECTION PROMPTS
+ Do projects include an orange square and a purple
circle?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ If students have questions, remind them that they can
open the Tips Window to learn more about specific
blocks or different parts of the Scratch editor.
+ Scratch supports both bitmap and vector graphics.
Help students navigate to the vector mode or bitmap
mode button in the paint editor to design and
manipulate different types of images and text.
OBJECTIVES
By completing this activity, students will:
+ express their creativity by completing an
arts-themed challenge
+ gain more fluency with Looks blocks and the paint
editor
SUGGESTED TIME
30–45 MINUTES
ORANGE SQUARE,
PURPLE CIRCLE
46
UNIT 2 ACTIVITY
_______________________
_______________________
_______________________
_______________________
WHAT PROJECT CAN YOU CREATE
THAT INCLUDES AN ORANGE
SQUARE AND A PURPLE CIRCLE?
In this challenge, you’ll create a project
that includes an orange square and a
purple circle. What will you create?
Draw your sprites using the Paint Editor.
Add different Looks and Motion blocks to bring
your sprites to life.
Repeat!
START HERE
FEELING
STUCK?
THAT’S OKAY! TRY THESE THINGS…
FINISHED?
+ Add your project to the Orange Square, Purple Circle Studio:
http://scratch.mit.edu/studios/475527
+ Explore the difference between bitmap mode and vector
mode, located at the bottom of the paint editor.
+ Challenge yourself to do more! Add another shape or color.
+ Swap projects with a partner and remix each other’s
creations.
+ Help a neighbor!
Try brainstorming with a neighbor!
Create a list of things you would like to try before you
start building your project in Scratch!
Explore other projects to see what others are doing in
Scratch – this can be a great way to find inspiration!
ORANGE SQUARE,
PURPLE CIRCLE
Optionally, show example projects from the It’s Alive!
studio and have the It’s Alive! handout available to
guide students.
Introduce the concept of an animation as looping
through a series of incrementally different pictures,
such as in a flipbook or a claymation film. Encourage
students to explore loops by changing costumes or
backdrops to create an animation.
Invite students to share their work with others by
hosting a gallery walk: have students put their projects
in presentation mode and then invite them to walk
around and explore each other’s projects. Optionally,
have students add their projects to the It’s Alive studio
or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
It’s Alive! handout
It’s Alive! studio
http://scratch.mit.edu/studios/475529
RESOURCES
+ What is the difference between a sprite and a
costume?
+ What is an animation?
+ List three ways you experience loops in real life
(e.g., going to sleep every night).
REFLECTION PROMPTS
+ Can students distinguish sprites and costumes?
+ Some Scratchers are particularly interested in
developing animation projects and prefer to spend
their time drawing and designing sprites, costumes,
or backdrops. How might you engage students in
both the aesthetic and technical aspects of projects?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ The difference between sprites and costumes is often a
source of confusion for Scratchers. The metaphor of
actors wearing multiple costumes can help clarify the
difference.
+ Students can animate their own image by taking
pictures of themselves using a camera or webcam.
48
OBJECTIVES
By completing this activity, students will:
+ become more familiar with the computational
concepts of sequence and loops by experimenting
with Control blocks
+ be able to explain the difference between sprites
and costumes
+ practice experimenting and iterating through
developing an animation project
IT’S ALIVE!
SUGGESTED TIME
30–45 MINUTES
UNIT 2 ACTIVITY
_______________________
_______________________
_______________________
_______________________
HOW CAN YOU TAKE AN IMAGE OR A
PHOTO AND MAKE IT COME ALIVE?
In this activity, you will explore ways of
bringing sprites, images, and ideas to life
as an animation by programming a series
of costume changes.
Choose a sprite.
Add a different costume.
Add blocks to make the image come alive.
Repeat!
Try sketching your animation ideas on paper
first – like a flipbook.
Experiment with different blocks and
costumes until you find something you enjoy.
Need some inspiration? Find projects in the
Animation section of the Explore page.
THINGS TO TRY FINISHED?
+ Add your project to the It’s Alive studio:
http://scratch.mit.edu/studios/475529
+ Challenge yourself to do more! Add more features to your project to
make your animations look even more lifelike.
+ Help a neighbor!
+ Share your project with a partner and walk them through your
design process.
+ Find an animated project you’re inspired by and remix it!
START HERE
IT’S ALIVE!
Unit 2 Debug It! handout
Unit 2 Debug It! studio
http://scratch.mit.edu/studios/475539
RESOURCES
Optionally, have the Unit 2 Debug It! handout
available to guide students during the activity.
Help students open the Debug It! programs from the
Unit 2 Debug It! studio or by following the project
links listed on the Unit 2 Debug It! handout. Encourage
students to click on the “Look Inside” button to
investigate the buggy program, tinker with problematic
code, and test possible solutions.
Give students time to test and debug each Debug It!
challenge. Optionally, have students use the remix
function in Scratch to fix the bugs and save corrected
programs.
Ask students to reflect back on their testing and
debugging experiences by responding to the reflection
prompts in their design journals or in a group
discussion.
Create a class list of debugging strategies by collecting
students’ problem finding and problem solving
approaches.
ACTIVITY DESCRIPTION
+ What was the problem?
+ How did you identify the problem?
+ How did you fix the problem?
+ Did others have alternative approaches to fixing the
problem?
REFLECTION PROMPTS
+ Were students able to solve all five bugs? If not, how
might you clarify the concepts expressed in the
unsolved programs?
+ What different testing and debugging strategies did
students employ?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
_______________________
_______________________
_______________________
_______________________
+ Facilitate this activity in a whole group by having
students act out the Debug It! programs in a similar
way to the Performing Scripts activity, or introduce
performing scripts as a new strategy for testing and
debugging projects.
OBJECTIVES
By completing this activity, students will:
+ investigate the problem and find a solution to five
debugging challenges
+ explore a range of concepts (including sequence
and loops) through the practices of testing and
debugging
+ develop a list of strategies for debugging projects
DEBUG IT!
SUGGESTED TIME
15–30 MINUTES
50
UNIT 2 ACTIVITY
HELP! CAN YOU DEBUG THESE FIVE
SCRATCH PROGRAMS?
In this activity, you will investigate what
is going awry and find a solution for each
of the five Debug It! challenges.
Make a list of possible bugs in the program.
Keep track of your work! This can be a useful reminder
of what you have already tried and point you toward
what to try next.
Share and compare your problem finding and problem
solving approaches with a neighbor until you find
something that works for you!
+ Add code commentary by right clicking on blocks in your
scripts. This can help others understand different parts
of your program!
+ Discuss your testing and debugging practices with a
partner make notes of the similarities and differences
in your strategies.
+ Help a neighbor!
DEBUG IT! 2.1 http://scratch.mit.edu/projects/23266426
In this project, Scratch Cat wants to show you a dance. When you
click on him, he should do a dance while a drum beat plays along
with him. However, as soon as he starts to dance he stops but the
drumming continues without him! How do we fix this program?
DEBUG IT! 2.2 http://scratch.mit.edu/projects/24268476
In this project, when the green flag is clicked Pico should move
towards Nano. When Pico reaches Nano, Pico should say “Tag,
you’re it!” and Nano says “My turn!” But something is wrong! Pico
doesn’t say anything to Nano. How do we fix the program?
DEBUG IT! 2.3 http://scratch.mit.edu/projects/24268506
This project is programmed to draw a happy face but something is
not quite right! The pen continues to draw from one of the eyes to
the smile when it should not be doing so. How do we fix the
program?
DEBUG IT! 2.4 http://scratch.mit.edu/projects/23267140
In this project, when the green flag is clicked an animation of a
flower growing begins and stops once it has fully bloomed. But
something is not quite right! Instead of stopping when all the
petals have bloomed, the animation starts all over. How do we fix
this program?
DEBUG IT! 2.5 http://scratch.mit.edu/projects/23267245
In this project, the Happy Birthday song starts playing when the
green flag is clicked. Once the song finishes, instructions should
appear telling us to "click on me to blow out the candles!" But
something is not working! The instructions to blow out the candles
are shown while the birthday song is playing rather than after it
finishes. How do we fix this program?
Go to the Unit 2 Debug It! Studio:
http://scratch.mit.edu/studios/475539
Test and debug each of the five debugging
challenges in the studio.
Write down your solution or remix the buggy
program with your solution.
START HERE
DEBUG IT!
FEELING
STUCK?
THAT’S OKAY! TRY THESE THINGS…
FINISHED?
Music Video handout
Music Video studio
http://scratch.mit.edu/studios/475517
RESOURCES
+ What was a challenge you overcame? How did you
overcome it?
+ What is something you still want to figure out?
+ How did you give credit for ideas, music, or code that
you borrowed to use in your project?
REFLECTION PROMPTS
+ Did the projects combine sprites and sound?
+ What parts of the projects did students choose to
animate?
+ Are there certain blocks or concepts introduced up
until now that students might still be struggling
with? How might you help?
REVIEWING STUDENT WORK
MUSIC VIDEO OBJECTIVES
By completing this activity, students will:
+ be able to create a project that combines
animation and music by working on a self-directed
music video project
+ gain more familiarity with sprites, costumes, and
sounds
SUGGESTED TIME
45–60 MINUTES
NOTES NOTES TO SELF
+ To further personalize projects, help students include a
favorite song or record themselves singing or playing
an instrument, using features under the Sounds tab.
+ Questions about remixing and plagiarism may arise
during this activity. Take this opportunity to facilitate a
discussion about giving credit and attribution using
the Scratch FAQ about remixing:
https://scratch.mit.edu/info/faq#remix/
Introduce students to the idea of creating a music
video in Scratch that combines music with animation.
Optionally, show a few project examples from the
Music Video studio.
Give students open-ended time to work on their
projects, with the Music Video handout available to
provide guidance and inspiration. Encourage students
to give credit on the project page for using others’
ideas, music, or code.
Help students give and receive feedback while
developing their projects. We suggest checking in with
a neighbor: have students stop midway and share their
works-in-progress with one other person or in their
critique groups (see the Unit 0 Critique Group activity)
to ask for feedback. Optionally, invite students to add
their projects to the Music Video studio or a class
studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
52
UNIT 2 ACTIVITY
_______________________
_______________________
_______________________
_______________________
FINISHED?
TIPS & TRICKS FINISHED?
BLOCKS TO PLAY WITH FINISHED?
Use costumes to help bring your animations to life!
Make your sprite interactive by adding scripts that have the
sprite respond to clicks, key presses, and more.
Add instructions on the project page to explain how people
can interact with your program.
THINGS TO TRY
+ Add your project to the Music Video
studio:
http://scratch.mit.edu/studios/475517
+ Be sure to give credit to any music, code,
or other work used in your project.
+ Challenge yourself to do more! Create
your own sprites, sounds, or costumes!
HOW CAN YOU COMBINE ANIMATION
WITH MUSIC TO CREATE YOUR OWN
SCRATCH-INSPIRED MUSIC VIDEO?
In this project, you will explore ideas
related to theatre, song, dance, music,
drawing, illustration, photography, and
animation to create a personalized music
video!
START HERE
Add sound.
Create and animate a sprite.
Make them interact together!
MUSIC VIDEO
upload sounds from a file
record your own sounds
choose sounds from library
receive a surprise sound
take a photo
receive a surprise sprite
paint your own sprite
upload sprite from file
choose sprite from library
54
55
CHARACTERS 58
CONVERSATIONS 60
SCENES 62
DEBUG IT! 64
CREATURE CONSTRUCTION 66
PASS IT ON 68
0 1 24 5 6
3
UNIT 3
STORIES
WHAT’S INCLUDEDYOU ARE HERE
55
LEARNING OBJECTIVES
Students will:
+ gain familiarity in and build understandings of the benefits
of reusing and remixing while designing
+ develop greater fluency with computational concepts
(events and parallelism) and practices (experimenting and
iterating, testing and debugging, reusing and remixing)
+ explore computational creation within the genre of stories
by designing collaborative narratives + Reusing and remixing support the development of critical
code-reading capacities and provoke important questions
about ownership and authorship. Consider different
strategies for how you might facilitate, discuss, and assess
cooperative and collaborative work.
NOTES
+ reusing and remixing
+ make a block
+ backpack
+ stage
KEY WORDS, CONCEPTS, & PRACTICES
THE “BIG IDEA”
UNIT 3
OVERVIEW
In the introduction to his doctoral dissertation
exploring remix culture, Andres Monroy-Hernandez
(the lead designer of the initial version of the
Scratch online community) included three quotes:
Building on other peoples work has been a
longstanding practice in programming, and has only
been amplified by network technologies that
provide access to a wide range of other peoples
work. An important goal of creative computing is to
support connections between learners through
reusing and remixing. The Scratch authoring
environment and online community can support
young designers in this key computational practice
by helping them find ideas and code to build upon,
enabling them to create more complex projects
than they could have created on their own.
The activities in this unit offer initial ideas and
strategies for cultivating a culture that supports
reusing and remixing. How can you further support
sharing and connecting?
THE “BIG IDEA
56
We are like dwarfs standing upon
the shoulders of giants, and so
able to see more and see farther
than the ancients.
Bernard of Chartres, circa 1130
A dwarf on a giant’s
shoulders sees farther
of the two.
George Herbert, 1651
If I have seen further it is
by standing on the
shoulders of giants.
Isaac Newton, 1676
+ pass-it-on story
+ pair programming
+ scratch screening
+ design demo
This unit focuses on helping students develop their
storytelling and remixing abilities through a variety of
hands-on and off-computer design activities, providing
opportunities for students to work collaboratively and
build on the creative work of others. Building on initial
experiences from Unit 2, the activities in this unit are
designed to help students develop deeper fluency in the
computational concepts of events and parallelism and the
computational practices of experimenting and iterating
and reusing and remixing. Each capacity-building activity is
designed to help students build up storytelling projects by
discovering new blocks and methods for programming
interactions between sprites and backdrops, culminating in
a Pass It On project.
Create your own
Scratch blocks
using Make a
Block.
CHARACTERS
How do you coordinate
interactions between
sprites using timing and
broadcasting?
CONVERSATIONS
What's the difference
between the Stage
and sprites?
SCENES
What can we
create by building
on others’ work?
CREATURE
CONSTRUCTION
DEBUG IT!
Help!
Can you debug these
five Scratch
programs?
What can we
create by building
on others’ work?
PASS IT ON
SESSION 2 SESSION 3 SESSION 4SESSION 1 SESSION 5
57
CHOOSE YOUR OWN ADVENTURE
POSSIBLE PATH
Optionally, show example projects from the Characters
studio and have the Characters handout available to
guide students.
Give students time to create their own Scratch blocks
using the Make a Block feature found in the More
Blocks category. Help them design two sprites or
characters” that each have two behaviors. Optionally,
conduct a walkthrough of the Make a Block feature
together as a class.
Allow students to share their characters and behaviors
with one another. We suggest the design demo
activity: invite a few students to present their work to
the class and demonstrate how they implemented the
Make a Block feature. Optionally, have students add
their projects to the Characters studio or a separate
class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ experiment with defining behaviors for characters
using Scratch’s Make a Block feature
+ gain more familiarity with the computational
concepts of events and parallelism and the
practice of experimenting and iterating
CHARACTERS
Characters handout
Characters studio
http://scratch.mit.edu/studios/475545
RESOURCES
+ How would you explain Make a Block to someone
else?
+ When might you use Make a Block?
REFLECTION PROMPTS
+ Do projects include two sprites that each have two
behaviors using the Make a Block feature?
+ Can students explain how to use the Make a Block
feature to each other and to you?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ If students are struggling with figuring out how to use
the Make a Block feature, invite them to explore how
others implemented the feature by investigating the
code of projects in the Characters studio.
+ Learn more about the Make a Block feature in this
video tutorial: http://bit.ly/makeablock
SUGGESTED TIME
30–45 MINUTES
UNIT 3 ACTIVITY
58
_______________________
_______________________
_______________________
_______________________
Feeling stuck? That’s okay! Check out this video to get started with
the Make a Block feature: http://bit.ly/makeablock
Explore other projects in the Characters Studio to see what new
blocks others have created.
Sometimes there can be more than one way of defining the same
behavior. Experiment with different block combinations to try out
multiple options and outcomes.
+ Add your project to the Characters Studio:
http://scratch.mit.edu/studios/475545
+ Challenge yourself to do more! Experiment
with adding different characters and
behaviors using the Make a Block feature.
+ Help a neighbor!
DO YOU WANT TO CREATE YOUR
OWN SCRATCH BLOCKS?
Experiment with the Make a Block feature in
Scratch! In this project, you will create your
own blocks that define two behaviors for two
different characters.
Choose from the library, paint, or upload two
sprite characters.
Click on the Make a Block button in the My
Blocks category to create and name your block.
Add blocks under the Define block to control
what your custom block will do.
Experiment with using your block to program
your characters’ behaviors.
Repeat!
START HERE
THINGS TO TRY FINISHED?
CHARACTERS
Optionally, explore the Penguin Joke starter project as
a group and have the Conversations handout available
to guide students.
Invite students to see inside the Penguin Joke starter
project to observe how the conversation is animated
using wait blocks. Have students use the remix
function and redesign the Penguin Joke project to
coordinate the conversation using the broadcast,
broadcast and wait, and when I receive blocks.
Encourage students to share their joke projects with
one another. We suggest the design demo activity:
invite a few students to present their work to the class
and demonstrate how they implemented broadcast.
Optionally, have students add their projects to the
Conversations studio or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ explore two different strategies for synchronizing
interactions between sprites (timing and
broadcasting) by remixing a joke project
+ develop greater familiarity with the computational
concept of events and parallelism and the practice
of reusing and remixing
CONVERSATIONS
Conversations handout
Penguin Joke starter project
http://scratch.mit.edu/projects/10015800
Conversations studio
http://scratch.mit.edu/studios/475547
RESOURCES
+ How would you describe broadcast to someone else?
+ When would you use timing in a project? When
would you use broadcasting?
REFLECTION PROMPTS
+ Do projects use the broadcast and when I receive
blocks?
+ Can students explain how to use the broadcast,
broadcast and wait, and when I receive blocks?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ If students are having trouble understanding how to
use the broadcast and when I receive block pair, invite
them to explore the code of example projects in the
Broadcast Examples studio:
http://scratch.mit.edu/studios/202853
SUGGESTED TIME
30–45 MINUTES
60
_______________________
_______________________
_______________________
_______________________
UNIT 3 ACTIVITY
WHAT ARE DIFFERENT WAYS TO COORDINATE
INTERACTIONS BETWEEN SPRITES?
In this activity, you'll explore different ways
to program sprites to have conversations!
Experiment with timing and explore using
broadcast by remixing a joke project.
Look inside the Penguin Jokes project:
http://scratch.mit.edu/projects/10015800
Investigate the code to see how the wait and
say blocks are used to coordinate the
conversation.
Remix the project to use the broadcast and
when I receive blocks instead of wait blocks.
START HERE
FINISHED?
FEELING
STUCK?
THAT’S OKAY! TRY THESE
THINGS…
+ Add your project to the Conversations studio:
http://scratch.mit.edu/studios/475547
+ Challenge yourself to do more! Add other characters and
conversations.
+ Share your project with a neighbor and walk them
through your process of exploration and design.
+ Help a neighbor!
Brainstorm ideas with a neighbor! Generate a list of
possible solutions and test them out together.
Try using the broadcast and when I receive blocks in
different parts of your project.
Explore projects in the Conversations studio to get
inspiration for different ways to coordinate
conversations between sprites.
CONVERSATIONS
Optionally, show example projects from the Scenes
studio and have the Scenes handout available to guide
students.
Give students time to develop a project that includes
multiple scene changes using different backdrops, such
as in a slideshow. Challenge students to explore and
manipulate scripts in the Stage to initiate backdrop
changes.
Allow students to share their projects with one
another. We suggest the design demo activity: invite a
few students to present their work to the class and
demonstrate how they implemented switching
backdrops. Optionally, have students add their projects
to the Scenes studio or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ be able to create a project that experiments with
changing backdrops, like a story with multiple
scenes or a slideshow
+ gain more familiarity with the computational
concepts of events and parallelism and the
practice of experimenting and iterating
Scenes handout
Scenes studio
http://scratch.mit.edu/studios/475550
RESOURCES
+ What does the Stage have in common with sprites?
+ How is the Stage different from sprites?
+ How do you initiate a sprites actions in a scene?
+ What other types of projects (beyond animations)
use scene changes?
REFLECTION PROMPTS
+ Do projects successfully coordinate multiple scenes
using changing backdrops?
REVIEWING STUDENT WORK
SCENES
NOTES NOTES TO SELF
+ If students are having trouble figuring out how to
switch backdrops, encourage them to tinker with
blocks under the Looks category, especially the switch
backdrop to, switch backdrop to and wait, and next
backdrop blocks.
SUGGESTED TIME
30–45 MINUTES
62
_______________________
_______________________
_______________________
_______________________
UNIT 3 ACTIVITY
WHAT IS THE DIFFERENCE BETWEEN
THE STAGE AND SPRITES?
In this activity, you will create a project that
experiments with backdrops, like a story
with multiple scenes or a slideshow.
Choose from the library, paint, or upload
multiple backdrops into your project.
Experiment with blocks from the Looks and
Events categories to initiate switching
backdrops.
Add scripts to the stage and sprites to
coordinate what happens when the backdrop
changes in your project!
Look for blocks under the sprites and
the stage related to backdrop and test
them out to see what they do!
Need more inspiration? Explore the
Scratch online community to discover
projects that use multiple backdrops.
THINGS TO TRY FINISHED?
+ Add your project to the Scenes Studio:
http://scratch.mit.edu/studios/475550
+ Challenge yourself to do more! Add more backdrop changes to your
project.
+ Help a neighbor!
+ Return to one of your previous projects or find a project you are
inspired by and remix it by adding switching backdrops.
START HERE
SCENES
OBJECTIVES
By completing this activity, students will:
+ investigate the problem and find a solution to five
debugging challenges
+ explore a range of concepts (including events and
parallelism) through the practices of testing and
debugging
DEBUG IT!
Unit 3 Debug It! handout
Unit 3 Debug It! studio
http://scratch.mit.edu/studios/475554
RESOURCES
Optionally, have the Unit 3 Debug It! handout
available to guide students during the activity.
Help students open the Debug It! programs from the
Unit 3 Debug It! studio or by following the project
links listed on the Unit 3 Debug It! handout. Encourage
students to click on the “Look Inside” button to
investigate the buggy program, tinker with problematic
code, and test possible solutions.
Give students time to test and debug each Debug It!
challenge. Optionally, have students use the remix
function in Scratch to fix the bugs and save corrected
programs.
Ask students to reflect back on their testing and
debugging experiences by responding to the reflection
prompts in their design journals or in a group
discussion.
Create a class list of debugging strategies by collecting
students’ problem finding and problem solving
approaches.
ACTIVITY DESCRIPTION
+ What was the problem?
+ How did you identify the problem?
+ How did you fix the problem?
+ Did others have alternative approaches to fixing the
problem?
REFLECTION PROMPTS
+ Were students able to solve all five bugs? If not, how
might you clarify the concepts expressed in the
unsolved programs?
+ What different testing and debugging strategies did
students employ?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ Being able to read others’ code is a valuable skill and
is critical for being able to engage in the practices of
reusing and remixing.
+ This activity is a great opportunity for pair
programming. Divide students into pairs to work on the
debugging challenges.
+ Students can explain their code revisions by
right-clicking on Scratch blocks to insert code
comments
.
SUGGESTED TIME
15–30 MINUTES
UNIT3
ACTIVITY
64
_______________________
_______________________
_______________________
_______________________
UNIT 3 ACTIVITY
HELP! CAN YOU DEBUG THESE FIVE SCRATCH
PROGRAMS?
In this activity, you will investigate what is going
awry and find a solution for each of the five
Debug It! challenges.
Make a list of possible bugs in the program.
Keep track of your work! This can be a useful reminder
of what you have already tried and point you toward
what to try next.
Share and compare your problem finding and problem
solving approaches with a neighbor until you find
something that works for you!
+ Add code commentary by right clicking on blocks in your
scripts. This can help others understand different parts
of your program!
+ Discuss your testing and debugging practices with a
partner, and make note of the similarities and
differences in your strategies.
+ Help a neighbor!
DEBUG IT! 3.1 http://scratch.mit.edu/projects/24269007
In this project, the Scratch Cat teaches Gobo to meow. But when it's
Gobo's turn to try -- Gobo stays silent. How do we fix the program?
DEBUG IT! 3.2 http://scratch.mit.edu/projects/24269046
In this project, the Scratch Cat is supposed to count from 1 to the
number the user provides. But the Scratch Cat always counts to 10.
How do we fix the program?
DEBUG IT! 3.3 http://scratch.mit.edu/projects/24269070
In this project, the Scratch Cat is doing roll call with Gobo's friends:
Giga, Nano, Pico, and Tera. But everything is happening all at once!
How do we fix the program?
DEBUG IT! 3.4 http://scratch.mit.edu/projects/24269097
In this project, the Scratch Cat and Gobo are practicing their
jumping routine. When Scratch Cat says "Jump!", Gobo should jump
up and down. But Gobo isn't jumping. How do we fix the program?
DEBUG IT! 3.5 http://scratch.mit.edu/projects/24269131
In this project, the scene changes when you press the right arrow
key. The star of the project -- a dinosaur -- should be hidden in
every scene except when the scene transitions to the auditorium
backdrop. In the auditorium, the dinosaur should appear and do a
dance. But the dinosaur is always present and is not dancing at the
right time. How do we fix the program?
Go to the Unit 3 Debug It! Studio:
http://scratch.mit.edu/studios/475554
Test and debug each of the five debugging
challenges in the studio.
Write down your solution or remix the buggy
program with your solution.
START HERE
DEBUG IT!
FINISHED?
FEELING
STUCK?
THAT’S OKAY! TRY THESE THINGS…
In this activity, students will draw a creature” in three
parts.
Give each student a tri-folded sheet of blank paper and
one minute to draw a “head” for their creature. Next,
have them fold the paper over so that the head is
hidden, with little prompts for where to continue the
drawing. After the head is hidden, students will pass
the creature to another student. Then, give students
one minute to draw a middle for their creature, using
the guides from the head, but without peeking! After
the middles are hidden (and prompts drawn), pass the
creatures. Finally, give students one minute to draw a
“bottom” for their creature. When finished, unfold the
papers to reveal the collaboratively constructed
creatures!
Post drawings on a wall or board and let students
explore the outcome of their creative contributions.
Facilitate a group discussion about co-authorship,
collaboration, and reusing and remixing work.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ be introduced to the computational practice of
reusing and remixing by contributing to a
collaborative drawing
CREATURE
CONSTRUCTION
blank paper (approximately 8.5” by 11”), folded into
thirds
things to sketch with (pencils, pens, markers, etc.)
RESOURCES
+ What is your definition of remixing?
+ Think about the creature you started (drew the
“head” for). How did your ideas become extended or
enhanced by others’ contributions?
+ Considering the creatures you extended (drew the
middle” or “bottom” sections for), how did your
contributions extend or enhance others’ ideas?
REFLECTION PROMPTS
+ Can students explain remixing and its benefits?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ This activity is a perfect warm-up activity for the Pass
It On project! We recommend facilitating Creature
Construction directly before Pass It On.
+ Optionally, have students sign their names at the
bottom of each creature drawing they worked on to
identify the contributing artists.
SUGGESTED TIME
15–30 MINUTES
66
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_______________________
_______________________
_______________________
UNIT 3 ACTIVITY
PASS IT ON OBJECTIVES
By completing this activity, students will:
+ be able to create a Scratch project that tells a
story by reusing and remixing the work of others
+ experience pair programming by working in pairs
to develop a collaborative storytelling project
Pass It On handout
Pass It On studio
http://scratch.mit.edu/studios/475543
Projector and screen to present student work (optional)
RESOURCES
+ How did it feel to remix and build on others’ work? How
did it feel to be remixed?
+ Where else in your life have you seen or experienced
reusing and remixing? Share two examples.
+ How was working with someone else different from your
prior experiences of designing your Scratch projects?
REFLECTION PROMPTS
+ What parts of projects did students contribute to?
+ Do students seem comfortable with the concepts of
events and parallelism and practices of reusing and
remixing?
If not, in what ways can these be further clarified?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ Consider organizing your Scratch screening as an
event! Invite students from other classes to the
viewing, offer snacks and drinks, or host the event in
an auditorium or room with a large wall or screen for
displaying projects.
+ Introduce students to the backpack (located at the
bottom of the Scratch project editor) as another way to
remix projects. Learn more about this tool in the
Backpack video tutorial: http://bit.ly/scratchbackpack
SUGGESTED TIME
45–60 MINUTES
Divide the group into pairs. Introduce students to the
concept of a pass-it-on-story, a Scratch project that is
started by a pair of people, and then passed on to two
other pairs to extend and reimagine. Optionally, print
out the Pass It On handout.
Encourage students to start in whatever way they want
focusing on characters, scene, plot, or whatever
element excites them. Give each pair 10 minutes to
work on their collaborative story before having them
rotate to extend another story by remixing the project.
Encourage students to give credit for reusing or
remixing content.
After two rotations, allow students to revisit story
projects with their contributions. We suggest hosting a
Scratch screening: with projector and screen, present
the story projects with students gathered around to
watch. Optionally, invite students to add their projects
to the Pass It On studio or a class studio.
Ask students to respond to the reflection prompts in
their design journals or in a group discussion.
ACTIVITY DESCRIPTION
68
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_______________________
_______________________
_______________________
UNIT 3 ACTIVITY
FINISHED?
BLOCKS TO PLAY WITH FINISHED?
+ Add your project to the Pass It
On studio:
http://scratch.mit.edu/studios/4
75543
+ Help a neighbor!
+ Return to all the projects you
contributed to and check out
how the stories evolved!
WHAT CAN WE CREATE BY BUILDING
ON OTHERS’ WORK?
In this project, you will start developing
an animated story project, and then you
will pass the story on to others to remix,
extend, or reimagine!
START HERE
Work on a story project that focuses on
characters, scene, plot, or whatever element
excites you.
After 10 minutes, save and share your project
online.
Rotate & extend another story project by
remixing it.
Repeat!
Brainstorm different possibilities for
remixing, extending, or reimagining a story.
Do you want to add a new scene to the end?
Could you imagine what happens before the
story begins? What if a new character was
added? How about inserting a plot twist?
What else?
THINGS TO TRY
Adding comments in your code can help others understand
different parts of your program. To attach a comment to a script,
right click on a block and add a description.
PASS IT ON
70
UNIT 4
GAMES
DREAM GAME LIST 74
STARTER GAMES 76
SCORE 80
EXTENSIONS 82
INTERACTIONS 84
DEBUG IT! 86
0 1 2 3 5 6
4
71
WHAT’S INCLUDEDYOU ARE HERE
Personalization is an important guiding principle in the design of the creative computing experience. By personalization”, we
mean both connecting to personal interests and acknowledging that personal interests can vary considerably. There are many
ways of knowing and doing – and exploring these multiple ways can help support interest, motivation, and persistence among
young learners. In this unit, learners explore some of the advanced concepts and challenging problems associated with game
design. An advanced concept or challenging problem can be made more accessible if rooted in activities that are personally
meaningful. As an example of the power of context, we turn to a story shared by Mitch Resnick the director of the Scratch
project at MIT.
THE “BIG IDEA”
UNIT 4
OVERVIEW
A few years ago I was at one of our Computer Clubhouse after
school centers and I saw a 13-year-old boy working on creating his
own game. He was able to control a character, in this case, a fish. He
wanted the game to keep track of the score, so you could see how
many little fish had been eaten by the big fish, but he didn’t know
how.
I saw this as an opportunity to introduce the idea of variables. I
showed this to him and he immediately saw how he could use this
block to keep track of how many fish had been eaten in his game. He
took the block and put it in the script right where the big fish eats
the little fish. He quickly tried it. Sure enough, every time the big
fish ate a little fish, the score goes up by 1.
I think that he really got a deep understanding of variables because
he really wanted to make use of it. That's one of our overall goals of
Scratch. It's not just about variables, but for all types of concepts. We
see that kids get a much deeper understanding of the concepts they
learn when they are making use of the concepts in a meaningful
and motivating way.
+ Many new concepts are explored in this unit, so we’ve
included added support in the form of example project
studios, new programming puzzles for extra practice, and
starter game projects that we encourage you to remix
and reuse as needed.
NOTES
+ abstracting and modularizing
+ conditionals
+ operators
+ data
+ variables and lists
KEY WORDS, CONCEPTS, & PRACTICES
LEARNING OBJECTIVES
Students will:
+ be introduced to the computational concepts of
conditionals, operators, and data (variables and lists)
+ become more familiar with the computational practices of
experimenting and iterating, testing and debugging, reusing
and remixing, and abstracting and modularizing by building
and extending a self-directed maze, pong, or scrolling game
project
+ identify and understand common game mechanics
THE “BIG IDEA
72
+ sensing
+ feedback fair
+ arcade day
+ puzzle jar
+ brain dump
SESSIONS 1 - 5
How can you use
Scratch to build an
interactive game?
STARTER
GAMES
SESSION 5
Help!
Can you debug
these five Scratch
programs?
DEBUG IT!
SESSION 1 SESSION 4
What do all games
have in common?
DREAM GAME
LIST
How can you add
score to a game
using variables?
SCORE
Tackle nine Scratch
programming
puzzles.
INTERACTIONS
EXTENSIONS
What are different
ways of extending
and increasing
difficulty in a game?
SESSION 2 SESSION 3
In this unit, learners will become game designers and
experience creating their own game project. Guided by the
activities in this unit, students will be introduced to game
mechanics and game development while building
understandings of computational concepts (conditionals,
operators, data) and computational practices (abstracting
and modularizing).
You could get students started on their game projects with
the Starter Games activity and then support further
development through other activities. From learning
common game mechanics such as keeping score and
side-scrolling, to the creation of multiplayer games
(e.g., Pong), Unit 4 activities offer students multiple
opportunities to practice game development.
73
CHOOSE YOUR OWN ADVENTURE
POSSIBLE PATH
Divide students into small groups of 2-3 people.
In their small groups, ask students to generate a list of
games that they enjoy playing. They can compose the
list using their design journals or a sheet of paper. We
suggest facilitating the brain dump brainstorming
activity: give students a short time period (1-2
minutes) to write down as many games as they can.
Then, have students narrow down their favorites from
the brain dump list.
After a few minutes, ask groups about their list of
games:
What do the games have in common?
What features of their design make them a game?
Facilitate a class discussion about what characteristics
make up a game and generate a class list of common
game mechanics. Next, ask students to imagine their
dream game and write a list of design elements for
that game.
Invite students to share their dream game lists in their
small groups or critique groups (see Unit 0 Critique
Group activity) to get feedback and suggestions.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ identify common design elements of games
DREAM GAME
LIST
paper to write down game design elements
things to sketch with (pencils, pens, markers, etc.)
RESOURCES
+ Make a list of your favorite games.
+ What do the games have in common?
+ What features of their design make them a game?
+ Create a list of design elements for your dream
game.
REFLECTION PROMPTS
+ Do the dream game lists include features of games?
+ What design elements are similar or different from
the class group list?
+ What do the lists tell you about the kinds of games
and the types of play your students enjoy?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ Invite students to refer back to this dream game list
while programming games in other Unit 4 activities.
SUGGESTED TIME
15–30 MINUTES
74
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_______________________
_______________________
_______________________
UNIT 4 ACTIVITY
In this activity, students will create a starter game
project that can be revisited and extended during the
Score, Extensions, and Interactions activities.
Optionally, show the Maze, Pong, and Scrolling
example starter projects, and have the Maze, Pong, and
Scrolling handouts available to guide students.
Choose one game project to facilitate as a class or let
students choose which game they want to create:
maze, pong, or scrolling. Give students time to start
building their games or let them remix one of the
starter projects.
Encourage students to get feedback on their
games-in-progress. We suggest the feedback fair
activity: half of the students stay in their seats with
their projects open while the other half walks around
exploring projects, asking questions, and giving
feedback, then switch sides. Optionally, have students
add their final game projects to the Games studio or a
class studio.
Ask students to respond to the reflection prompts in
their design journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ develop greater fluency with computational
concepts (conditionals, operators, data) and
practices (experimenting and iterating, testing and
debugging, reusing and remixing, abstracting and
modularizing) by working on a self-directed game
project
Maze handout
Maze example starter project
http://scratch.mit.edu/projects/11414041
Pong handout
Pong example starter project
http://scratch.mit.edu/projects/10128515
Scrolling handout
Scrolling example starter project
http://scratch.mit.edu/projects/22162012
Games studio
http://scratch.mit.edu/studios/487504
RESOURCES
+ What was challenging about designing your game?
+ What are you proud of?
REFLECTION PROMPTS
+ Do games include conditionals, operators, and data?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ To celebrate and share final game creations, we
recommend hosting an Arcade Day. Final game projects
are placed in presentation mode; students walk around
and play each other’s games.
+ The Scrolling game option introduces cloning. Help
students learn more about the cloning blocks with the
Cloning handout from Unit 5 Advanced Features.
SUGGESTED TIME
45–60 MINUTES
STARTER GAMES
76
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_______________________
_______________________
_______________________
UNIT 4 ACTIVITY
FINISHED?
HOW CAN YOU USE SCRATCH TO BUILD
AN INTERACTIVE GAME?
In this project, you will create a game. This
game includes interactions between sprites,
score, and levels. You move a sprite from the
start of a maze to the end without touching
the walls.
MAZE
START HERE
Draw a maze-like background and use different
colors for the walls and end-of-maze marker.
Add a sprite.
Make your game interactive!
BLOCKS TO PLAY WITH FINISHED?
Add multiple levels to your game! This can
be done through the use of different
backdrops and using broadcast blocks to
trigger the next level.
Use the make a variable block to keep score!
Experiment with timer blocks to add new
challenges to your maze!
THINGS TO TRY
+ Add your project to the
Games Studio:
http://scratch.mit.edu/studios
/487504
+ Swap games with a partner
and walk each other through
your creations.
These scripts give the player control over sprite movement in the
maze.
This will cause your sprite to bounce off
the blue walls of the maze.
This tells your sprite where to begin
and marks the start of the maze.
This tells the end-of-maze sprite
that players win when the ball
touches this sprite.
BLOCKS TO PLAY WITH FINISHED?
HOW CAN YOU USE SCRATCH TO BUILD
AN INTERACTIVE GAME?
In this project, you will create a game. This
game includes interactions between
sprites, score, and levels. The game is
similar to the classic game of pong, where
the goal is to keep the sprite from getting
past you.
PONG
FINISHED?
FINISHED?
+ Add your project to the
Games Studio:
http://scratch.mit.edu/studios
/487504
+ Swap games with a partner
and walk each other
through your creations.
START HERE
Create two sprites: a paddle for the user to
control and a ball the user will be playing with.
Make your paddle sprite interactive.
Bring your game to life!
These control the ball - if touching the paddle or a wall, it continues moving. If
touching red (meaning the ball moved past the paddle) the game ends.
How do you add difficulty to your game?
Creating different levels, using a timer, or
keeping score are a few examples of things
you could do.
Experiment with changing the look of your
game by editing the backdrops!
Explore using different key presses to control
your sprites!
THINGS TO TRY
Interacts with the walls
Interacts with the paddle
BLOCKS TO PLAY WITH FINISHED?
SCROLLING
HOW CAN YOU USE SCRATCH TO BUILD AN
INTERACTIVE GAME?
In this project, you will create a game. This game
includes interactions between sprites, score, and
levels. The game is similar to Flappy Bird, where
the goal is to keep an object from falling to the
ground or touching certain objects.
FINISHED?
START HERE
Create two sprites: one for the player to control
(helicopter) and one to avoid (gliding bars).
Make the helicopter interactive.
Bring your game to life by adding scripts to
make the gliding bars scroll across the stage!
How do you add difficulty to your game?
Creating different levels, using a timer, or
keeping score are a few examples of things
you could do.
Experiment with changing the look of your
game by editing the backdrops!
Explore using different key presses to control
your sprites!
THINGS TO TRY
+ Add your project to the
Games Studio:
http://scratch.mit.edu/studios
/487504
+ Swap games with a partner
and walk each other
through your creations.
Controls sprite movement
Specifies when the game ends
Causes sprite to constantly fall downward
This creates clones, which are used in the
script below to make the bars scroll across
the screen:
BLOCKS TO PLAY WITH FINISHED?
Optionally, explore the Fish Chomp starter project as a
group and have the Score handout available to guide
students.
Help students open the Fish Chomp starter project.
Give students time to explore variables by remixing
the Fish Chomp Starter Project to add score to the
game. Optionally, give students time to incorporate
score into their previously started maze, pong, or
scrolling game projects.
Allow students to share their Fish Chomp remixes or
game projects with added score. We suggest the
Design Demo activity: invite a few students to present
their projects to the group and demonstrate how they
implemented score using variables. Optionally, have
students add their remixes to the Fish Chomp Remix
studio or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ be able to describe what a variable is and why
variables are useful
+ be introduced to the computational concept of
data
+ experience remixing and reusing a project or part
of a project
SCORE
Score handout
Score examples studio
http://scratch.mit.edu/studios/218313
Fish Chomp starter project
http://scratch.mit.edu/projects/10859244
Fish Chomp remix studio
http://scratch.mit.edu/studios/475615
RESOURCES
+ How would you explain variables to someone else?
+ What are variables good for?
REFLECTION PROMPTS
+ Can students explain what a variable is and what
variables are good for?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ Encourage students to clarify their understanding of
variables by exploring code from sample projects in
the Score examples studio.
+ Variables are an important mathematical and
computational concept. Students are taught about
variables in their math and science classes, but many
students have a difficult time learning them. Games
are one way to make the usefulness of variables more
concrete.
SUGGESTED TIME
30–45 MINUTES
80
_______________________
_______________________
_______________________
_______________________
UNIT 4 ACTIVITY
HOW CAN YOU KEEP SCORE IN A
SCRATCH PROJECT?
Fish Chomp is a game where players try
to catch as many fish as they can by
guiding a sprite with the mouse. In this
activity, you will remix Fish Chomp by
adding a score with variables.
Go to the Fish Chomp project page:
http://scratch.mit.edu/projects/10859244
Click on the Make a Variable button in the Data
category to create and name a variable for
score.
Experiment with your new variable blocks to
incorporate score into your project!
Not sure how to work with variables? Check out this project for
more information: http://scratch.mit.edu/projects/2042755
Or take a look at this video: http://youtu.be/uXq379XkhVw
Explore and study code in games that use score to learn more
about creating variables and incorporating score into a project.
+ Add your project to the Fish Chomp
Remix studio:
http://scratch.mit.edu/studios/475615
+ Challenge yourself to do more! How can
you use score to add difficulty to your
game design?
+ Find a game you are inspired by and
remix it!
START HERE
SCORE
FINISHED?
FEELING
STUCK?
THAT’S OKAY! TRY THESE THINGS…
Optionally, show example projects from the Extensions
studio and have the Extensions handout available to
guide students.
Give students time to explore the code of programs in
the Extensions studio to investigate different ways
games can be increased in difficulty or extended. Ask
students to select one or more extensions to add to
their previously started maze, pong, or scrolling game
projects. Give students time to experiment and
incorporate the extension(s) into their games.
Allow students to share their extended game projects
with one another. We suggest facilitating the
pair-share or design demo activity to let students
share their games and demonstrate what they learned.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ become more familiar with the concepts of
conditionals, operators, and data by exploring
programs that illustrate common game mechanics
EXTENSIONS
Extensions handout
Extensions studio
http://scratch.mit.edu/studios/475619
RESOURCES
+ What are different ways of increasing difficulty in a
game?
+ Which extensions did you add to your game project?
+ Describe your process for including the extension(s)
in your game?
REFLECTION PROMPTS
+ Were students able to incorporate extensions into
their original game projects?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ To provide more scaffolding for students needing extra
support, we suggest walking through one extension
sample program (e.g., levels) as a class and helping
students add the extension to their game projects.
+ The backpack tool is one way students can incorporate
parts of the extension projects into their starter
games. Learn more about backpack at
http://bit.ly/scratchbackpack
SUGGESTED TIME
30–45 MINUTES
82
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_______________________
_______________________
_______________________
UNIT 4 ACTIVITY
+ MULTIPLAYER http://scratch.mit.edu/projects/25192711
Demonstrates how to add another player to the game. Player 1
uses the arrow keys to navigate Pico through the maze, and player
2 uses the W, A, S, D keys to navigate Nano through the maze.
THINGS TO TRY FINISHED?
HOW CAN YOU EXTEND AND
REIMAGINE GAMES IN SCRATCH?
Get into game design by adding extended
features within your Scratch project!
Choose at least one (or more!) of the
following extensions and add it to your
previously started maze, pong, or
scrolling games.
+ Add another extension to your maze, pong, or scrolling
game.
+ Challenge yourself to do more! Continue going through
each of the extensions and add them to your games.
+ Help a neighbor!
+ Share your project with a neighbor and give each other
feedback on your games.
+ SCORE http://scratch.mit.edu/projects/1940443
Demonstrates how to set and change a score. Receive 10 points
every time the Scratch cat is clicked.
+ TIMER http://scratch.mit.edu/projects/1940445
Demonstrates how to use a timer. Use the mouse to navigate the
Scratch cat to Gobo.
+ MOUSE http://scratch.mit.edu/projects/25192659
Demonstrates how to program the mouse to control game play.
Move the mouse to move the paddle.
+ RESTART http://scratch.mit.edu/projects/25192935
Demonstrates how to make a button to restart the game. Click on
the RESTART button to restart.
+ REWARDS http://scratch.mit.edu/projects/1940456
Demonstrates how to collect items. Use the arrow keys to move
the Scratch cat around to collect quest items.
+ MENU http://scratch.mit.edu/projects/25192991
Demonstrates how to display a menu screen at the beginning of
the game. Click START or DIRECTIONS on the menu screen.
+ LEVELS http://scratch.mit.edu/projects/1940453
Demonstrates how to change levels. Score increases by 1 every time
the space bar is pressed. Level increases by 1 for every 10 points.
+ ENEMIES http://scratch.mit.edu/projects/1940450
Demonstrates how to add an enemy. Avoid the tennis ball by using
the up and down arrow keys.
Go to the Extensions studio:
http://scratch.mit.edu/studios/475619
Choose one (or more) of the extensions to
explore.
Incorporate your choice into your previously
started game projects!
START HERE
+ The backpack can be an extremely useful tool while
programming in Scratch. It can store everything from
lines of code, to music files, to sprites, and more. Try using
it to incorporate extensions into your game projects.
+ Alternatively, sketching out ideas and bits of code in your
design journal is another great method for planning how
to incorporate your extensions.
EXTENSIONS
On their own or in small groups of 2-3 people,
challenge students to further explore Scratch by
creating Scratch programs that solve each of the nine
Interactions programming puzzles. These Interactions
puzzles explore Sensing blocks, engaging some of the
more advanced concepts in Scratch related to
interactivity. Optionally, have the Interactions handout
available to guide students during the activity.
Each puzzle can have several possible solutions. Invite
students or groups to share different solutions and
strategies. We suggest the Pair-Share or Design Demo
activity to allow students to share their work and
describe their process. Optionally, have students add
their projects to the Interactions studio or a class
studio.
Ask students to think back on the challenge by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ explore different approaches to making projects
interactive by solving a series of nine
programming puzzles
+ gain more fluency in the concepts of conditionals,
operators, and data, and the practice of testing and
debugging
INTERACTIONS
Interactions handout
Interactions studio
http://scratch.mit.edu/studios/487213
RESOURCES
+ Which puzzles did you work on?
+ What was your strategy for solving the puzzles?
+ Which puzzles helped you think about your game
project?
REFLECTION PROMPTS
+ Are the puzzles solved?
+ Did students explore other approaches for solving
the puzzles?
+ Are there certain blocks or concepts students are
still struggling with? How might you help?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ Choose particular challenges that highlight new blocks
or concepts that you would like students to explore. Or
let students invent their own interaction puzzle
prompts.
+ Repurpose these puzzles as an unstructured activity for
students who finish other activities early or as a
warm-up challenge. Create a puzzle jar: print out, cut,
fold, and place copies of each puzzle description in a
jar. Then, let students pick puzzles from the jar to
solve.
84
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_______________________
_______________________
_______________________
UNIT 4 ACTIVITY
Before getting started in Scratch, write down ideas in
your design journal for possible ways of programming
each of the interactivity puzzles.
Work with a neighbor. Collaborating with a partner can
be a great way to solve problems and gain new
perspectives on ways of programming in Scratch!
+ Add each of the projects you create to the Interaction
Studio: http://scratch.mit.edu/studios/487213
+ Help a neighbor!
+ Discuss your strategies for approaching each puzzle with
a partner. Take notes about the similarities and
differences in your methods.
PUZZLE 1: Whenever you press the B key, the sprite gets a little
bigger. Whenever you press the S key, the sprite gets a little smaller.
PUZZLE 2: Whenever the sprite hears a loud sound, it changes color.
PUZZLE 3: Whenever the sprite is in the top 25% of the screen, it
says "I like it up here."
PUZZLE 4: When the sprite touches something blue, it plays a high
note. When it touches something red, it plays a low note.
PUZZLE 5: Whenever two sprites collide, one of them says: "Excuse
me.
PUZZLE 6: Whenever the cat sprite gets near the dog sprite, the dog
turns and runs from the cat.
PUZZLE 7: Whenever you click on the background, a flower appears
at that spot.
PUZZLE 8: Whenever you click on a sprite, all other sprites do a
dance.
PUZZLE 9: Whenever you move the mouse-pointer, the sprite follows
but doesn't touch the mouse-pointer.
FINISHED?
FEELING
STUCK?
THAT’S OKAY! TRY THESE THINGS…
WHAT DIFFERENTIATES A SCRATCH
PROJECT FROM A STILL IMAGE OR A VIDEO?
Tackle these nine puzzles that engage some of
the more advanced concepts in Scratch related to
interactivity. Each of these challenges has several
possible solutions.
Create a Scratch program for each of the nine
interactivity puzzles.
START HERE
INTERACTIONS
OBJECTIVES
By completing this activity, students will:
+ investigate the problem and find a solution to five
debugging challenges
+ explore a range of concepts (conditionals,
operators, and data) through the practices of
testing and debugging
DEBUG IT!
Unit 4 Debug It! handout
Unit 4 Debug It! studio
http://scratch.mit.edu/studios/475634
RESOURCES
Optionally, have the Unit 4 Debug It! handout
available to guide students during the activity.
Help students open the Debug It! programs from the
Unit 4 Debug It! studio or by following the project
links listed on the Unit 4 Debug It! handout. Encourage
students to click on the “Look Inside” button to
investigate the buggy program, tinker with problematic
code, and test possible solutions.
Give students time to test and debug each Debug It!
challenge. Optionally, have students use the remix
function in Scratch to fix the bugs and save corrected
programs.
Ask students to reflect back on their testing and
debugging experiences by responding to the reflection
prompts in their design journals or in a group
discussion.
Create a class list of debugging strategies by collecting
students’ problem finding and problem solving
approaches.
ACTIVITY DESCRIPTION
+ What was the problem?
+ How did you identify the problem?
+ How did you fix the problem?
+ Did others have alternative approaches to fixing the
problem?
REFLECTION PROMPTS
+ Were students able to solve all five bugs? If not, how
might you clarify the concepts expressed in the
unsolved programs?
+ What different testing and debugging strategies did
students employ?
REVIEWING STUDENT WORK
NOTES NOTES TO SELF
+ This activity provides an opportunity to check in with
students who might need some additional attention or
support, particularly around the concepts of
conditionals (e.g., if), operators (e.g., arithmetic,
logical), and data (e.g., variables, lists).
SUGGESTED TIME
15–30 MINUTES
86
UNIT 4 ACTIVITY
_______________________
_______________________
_______________________
_______________________
HELP! CAN YOU DEBUG THESE FIVE SCRATCH
PROGRAMS?
In this activity, you will investigate what is going
awry and find a solution for each of the five
Debug It! challenges.
Make a list of possible bugs in the program.
Keep track of your work! This can be a useful reminder of
what you have already tried and point you toward what to
try next.
Share and compare your problem finding and problem
solving approaches with a neighbor until you find
something that works for you!
+ Add code commentary by right clicking on blocks in your
scripts. This can help others understand different parts of
your program!
+ Discuss your testing and debugging practices with a partner.
Make note of the similarities and differences in your
strategies.
+ Help a neighbor!
DEBUG IT! 4.1 http://scratch.mit.edu/projects/24271192
In this project, the "Inventory" list should be updated every time
Scratch Cat picks up a new item. But Scratch Cat can only pick up
the laptop. How do we fix the program?
DEBUG IT! 4.2 http://scratch.mit.edu/projects/24271303
In this project, Scratch Cat gets 10 points for collecting Yellow
Gobos and loses 10 points for colliding with Pink Gobos. But
something isn't working. How do we fix the program?
DEBUG IT! 4.3 http://scratch.mit.edu/projects/24271446
In this project, Scratch Cat is thinking of a number between 1 and
10. But something is wrong with the guess checking -- it doesn't
work consistently. How do we fix the program?
DEBUG IT! 4.4 http://scratch.mit.edu/projects/24271475
In this project, the "# of hits" display should increase by 1 every
time the Scratch Cat is hit by a tennis ball. But the "# of hits"
increases by more than 1 when Scratch Cat is hit. How do we fix
the program?
DEBUG IT! 4.5 http://scratch.mit.edu/projects/24271560
In this project, Scratch Cat is navigating a maze to get to the
yellow rectangle. But Scratch Cat can walk through walls. How do
we fix the program?
Go to the Unit 4 Debug It! Studio:
http://scratch.mit.edu/studios/475634/
Test and debug each of the five debugging
challenges in the studio.
Write down your solution or remix the buggy
program with your solution.
START HERE
DEBUG IT!
FINISHED?
FEELING
STUCK?
THAT’S OKAY! TRY THESE THINGS…
88
KNOW WANT LEARN 92
ROUND TWO 94
ADVANCED CONCEPTS 96
HARDWARE & EXTENSIONS 100
ACTIVITY DESIGN 102
MY DEBUG IT! 106
0 1 2 3 4 6
5
UNIT 5
DIVING DEEPER
89
WHAT’S INCLUDEDYOU ARE HERE
THE “BIG IDEA”
UNIT 5
OVERVIEW
LEARNING OBJECTIVES
Learners will:
+ reflect on past experiences to self-assess current learning
goals and needs
+ create a self-remix by extending a previously started project
+ be introduced to various hardware extensions that connect
Scratch to the physical world
+ gain more fluency in computational concepts and practices
by exploring the newest Scratch features (video sensing,
cloning)
+ experiment with designing learning experiences for others
+ Not finding what you’re looking for? Feel free to remix,
reuse, and reimagine any of the activities in this guide to
make it work best for you and your learners.
+ Search for lesson plans, activities, and resources designed
for a specific curricular area on the ScratchEd website:
http://scratched.gse.harvard.edu
NOTES
+ video sensing
+ cloning
+ peer interviews
KEY WORDS, CONCEPTS, & PRACTICES
THE “BIG IDEA
90
After the release of the previous version of the
guide, a common piece of feedback that we received
from teachers was that they (and the learners they
support) wanted more catch-up time, time to
linger, revisit, and extend the ideas and projects
they had created in previous units. In response, we
added this “Diving Deeper” unit.
Whether pushing ahead with advanced concepts
and practices or revisiting previous experiences, this
is an opportunity for learners to engage in a
moment of contemplation and reflection. What isn’t
as clear as it could be? What do they still want to
know about Scratch? How might others help them –
and how might they help others?
This is also an opportunity for you, as educator, to
engage in similar acts of contemplation and
reflection. What has surprised you? What has made
you uncomfortable? What would you want to do
differently next time? Why?
+ hardware
+ extensions
Rather than focusing on a particular theme or genre like
the three previous units, this unit is intended to create a
space for reviewing and reflecting on prior work. This unit’s
activities are especially flexible, diving deeper into creative
computing by revisiting challenges, extending skills, or
refining practices.
Begin by inviting students to review their past work and
engage in self-assessment of their learning goals in the
Know Want Learn activity.
Then, encourage students to dive deeper into Scratch by
choosing which follow-up activities to pursue.
What do you know?
What do you
want to know?
What have you
learned?
KNOW
WANT LEARN
Remix a past project,
go back to a missed
activity, or challenge
yourself to learn
something new.
ROUND TWO
Creating with Scratch
can go beyond what
happens on the
screen.
HARDWARE &
EXTENSIONS
Design a learning
experience for
others to try.
ACTIVITY
DESIGN
ADVANCED
CONCEPTS
Create a project
that explores
video sensing
or cloning.
Create your own
Debug It! program
and see if others can
solve it.
MY DEBUG IT!
SESSION 2
SESSION 1 SESSION 3 SESSION 5SESSION 4
91
CHOOSE YOUR OWN ADVENTURE
POSSIBLE PATH
In this self-directed learning activity, students will
reflect on current understandings and build new
knowledge based on their interests. Optionally, have
the Know Want Learn worksheet available to guide
students.
Ask students to reflect on what they know already and
what they want to know next about Scratch and
creative computing. Guide students in answering the
first two reflection prompts in their design journals or
using the Know Want Learn self-assessment
worksheet. Next, give students time to pursue learning
interests from their What do you want to know?”
responses. Finally, have students respond to the third
and fourth reflection prompts in their design journals
or using the Know Want Learn worksheet.
Help students share their reflections and learning
interests with one another. We recommend peer
interviews: divide students into pairs and have them
take turns interviewing one another about their
processes of reflection, self-assessment, and research.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ reflect on past projects and experiences
+ self-assess current knowledge and learning goals
+ pursue personal learning interests in a
self-directed research activity
Know Want Learn worksheet
Scratch Wiki
http://wiki.scratch.mit.edu
Scratch Discussion Forums
http://scratch.mit.edu/discuss
Scratch FAQ
http://scratch.mit.edu/info/faq
RESOURCES
+ What do you know?
+ What do you want to know?
+ What did you learn?
+ What were your strategies for investigating what you
wanted to know?
REFLECTION PROMPTS
+ Were students able to learn what they wanted to know?
+ What strategies and resources did they employ?
REVIEWING STUDENT WORK
KNOW WANT
LEARN
SUGGESTED TIME
30–45 MINUTES
NOTES NOTES TO SELF
+ Help students find and use other resources during
their research such as leveraging knowledgeable
peers, posing questions to family members and friends,
or posting a question in the Scratch discussion forums.
UNIT 5 ACTIVITY
92
_______________________
_______________________
_______________________
_______________________
NAME: ____________________________________________________
What do you know about creative computing & scratch? What do you want to know
next? This activity is an opportunity for you to consider which areas of Scratch you
feel comfortable navigating (What do I know?) and which areas you would like to
explore further (What do I want to know?). Use different resources around you to
investigate what you want to know, and then share your findings (What did I learn?).
TIPS & TRICKS
WHAT DO I KNOW?
Reflecting on your design experiences so far, write down what you know about Scratch and creative computing.
WHAT DO I WANT TO KNOW?
Based on your personal interests, generate a list of things you want to find out more about or discover next.
Gather resources to investigate items from the list you created above, and then share what you learned from your research.
KNOW
WANT
LEARN
WHAT DID I LEARN?
ROUND TWO OBJECTIVES
By completing this activity, students will:
+ have the opportunity to create a self-remix of past
work or spend time on a unit activity that was
previously skipped or not completed
Units 0-5 handouts
RESOURCES
+ Why did you choose that project or activity to work
on?
+ What would you do if you had more time?
REFLECTION PROMPTS
+ Did students create self-remixes or work on activities?
+ What did you learn about your students’ interests?
+ What further support might your students need?
REVIEWING STUDENT WORK
SUGGESTED TIME
45–60 MINUTES
Optionally, have the activity handouts from Units 0-5
available to guide students.
Give students self-directed time to:
1. reimagine or extend a past project by creating a
self-remix: a remix of one’s own project.
2. revisit and work on a previous unit activity that was
either skipped or not completed.
Encourage students to share their self-remixes or
activity outcomes with one another. We suggest using
pair-share or design demo.
Invite students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
NOTES NOTES TO SELF
+ Invite students to review their design journals and
Scratch profiles to reflect back on previous work and
activities.
+ Encourage students to review their Unit 1 My Studio
inspiration projects for ideas.
94
UNIT 5 ACTIVITY
_______________________
_______________________
_______________________
_______________________
Use the Advanced Concepts, Video Sensing examples,
and Cloning examples studios to show examples and
help students get familiar with blocks that control
video sensing and cloning. Optionally, have the
Advanced Concepts handout available to guide
students.
Give students time to explore the code of example
programs to create a project that experiments with
one or more of the advanced concepts (video sensing,
cloning).
Encourage students to share their explorations with
others. We suggest hosting design demo presentations.
Optionally, have students add their projects to the
Advanced Concepts studio or a class studio.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ gain more fluency with computational concepts
(events, parallelism, data) and practices
(experimenting and iterating, testing and
debugging, reusing and remixing, abstracting and
modularizing) by creating a project exploring
video sensing or cloning
ADVANCED
CONCEPTS
Advanced Concepts studio
http://scratch.mit.edu/studios/221311
Video Sensing handout
Video Sensing examples studio
http://scratch.mit.edu/studios/201435
Cloning handout
Cloning examples studio
http://scratch.mit.edu/studios/201437
RESOURCES
+ Which advanced concept(s) did you choose to explore?
+ What was your strategy for learning more about the
concept(s) you selected?
REFLECTION PROMPTS
+ Do projects explore one or more of the advanced
concept(s)?
REVIEWING STUDENT WORK
SUGGESTED TIME
30–45 MINUTES
NOTES NOTES TO SELF
+ Students who want to explore the video sensing
feature will require a computer with a webcam.
+ Remind students that the backpack tool can be used to
borrow and remix code from example projects.
96
UNIT 5 ACTIVITY
_______________________
_______________________
_______________________
_______________________
VIDEO SENSING
HOW CAN YOU USE VIDEO SENSING
IN YOUR SCRATCH PROJECTS?
Did you know that you can make your
Scratch projects interactive through a
webcam? Explore this advanced Scratch
concept by creating a project that
incorporates the video sensing feature.
START HERE
Open an existing Scratch project or start a new
project to add video sensing.
Click on Extensions.
Click on Video Sensing.
Check out blocks for video sensing in the
Sensing category.
Experiment with video on, turn video, and set
video transparency to blocks to program your
project to sense video motion.
Make sure your webcam is connected! Test it out using the turn video on
block.
If you’re feeling a little stuck, that’s okay! Explore some of the other
projects in the Video Sensing studio to see how they use the video blocks or
use the Tips Window to learn more about video sensing.
THINGS TO TRY FINISHED?
+ Add your project to the Advanced Concepts
studio: http://scratch.mit.edu/studios/221311
+ Add video sensing to one of your past projects!
+ Help a neighbor!
+ Remix a project in the Video Sensing studio.
START HERE
Open an existing Scratch project or start a new
project to experiment with cloning.
Check out blocks for cloning in the Control
category.
Experiment with the blocks to create clones of
your sprite. Define behaviors for what your
cloned sprites will do.
If you can’t see your clone initially, check if the original sprite is in the same
location – it might be covering the clone! Program your original sprite or
the clone to move or go to different locations so you can see them.
Stuck? That’s okay! Explore some of the other projects in the Cloning
Studio to see how they use cloning or search in the Tips Window to learn
more about the Create Clone and When I start as a Clone blocks.
+ Add your project to the Cloning studio:
http://scratch.mit.edu/studios/201437
+ Add cloning to one of your past projects!
+ Help a neighbor!
+ Remix a project in the Cloning studio.
CLONING
HOW CAN YOU USE CLONING IN
YOUR SCRATCH PROJECTS?
Cloning is an easy way to create
multiples of the same sprite. You can use
cloning to make many objects and create
cool effects in a project.
Explore this advanced Scratch concept by
creating a project that incorporates the
cloning
feature.
THINGS TO TRY FINISHED?
(IMPORTANT: This activity requires access to one or
more of these hardware products.) Introduce students
to ways Scratch can connect to other technologies and
hardware extensions including the LEGO WeDo, MaKey
MaKey, and PicoBoard. Optionally, show examples from
the How can I connect Scratch with other
technologies? video playlist.
Divide students into small groups of 2-4 people. Give
the groups time to explore creating a Scratch project
that incorporates a physical world component using
one or more available hardware extensions.
Allow each group to share their creations with others.
We suggest facilitating a gallery walk or feedback fair.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ be introduced to various hardware extensions that
connect the digital world of Scratch with the
physical world
HARDWARE &
EXTENSIONS
LEGO WeDo construction set
http://bit.ly/LEGOWeDo
MaKey MaKey
http://makeymakey.com
PicoBoard
https://www.sparkfun.com/products/10311
How can I connect Scratch with other technologies?
videos: http://bit.ly/hardwareandextensions
RESOURCES
+ Which hardware or extension did you explore?
+ How did you incorporate the digital and the
physical?
+ What was difficult?
+ What was surprising?
REFLECTION PROMPTS
+ Does the work have a digital and a physical
component?
REVIEWING STUDENT WORK
SUGGESTED TIME
45–60 MINUTES
NOTES NOTES TO SELF
+ Make this a group-wide activity! Using the LEGO WeDo and
Scratch, challenge students to connect their projects to
create a chain of reactions in the style of a Rube Goldberg
machine. See this video for an example:
http://bit.ly/ScratchChainReaction
+ Activate the Scratch blocks that control hardware
extensions by clicking on the Add an Extension button
located under the More Blocks category in the Scratch
project editor.
100
UNIT 5 ACTIVITY
_______________________
_______________________
_______________________
_______________________
Let students experience what it’s like to be in your
teaching shoes! Challenge students to create, remix, or
reimagine an activity or resource designed to support
others' explorations of creative computing. Optionally,
have the Activity Design handout available for
additional support.
Help students brainstorm and imagine different kinds
of creative learning experiences. Optionally, review
example project ideas and activities from this guide, or
encourage students to explore the Scratch Cards
resource and Scratch Design Studio list for inspiration.
Then, give students time to design their own learning
activity or resource.
Give students opportunities to test out their activity or
resource with learners. Encourage them to share their
activity or resource with family or friends, or invite
students to be peer mentors for other classes, clubs, or
events.
Ask students to think back on the design process by
responding to the reflection prompts in their design
journals or in a group discussion.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ design an activity or resource for supporting
others in learning more about Scratch and
computational creativity
ACTIVITY
DESIGN
Activity Design handout
Scratch Cards
http://scratch.mit.edu/info/cards
Scratch Design Studio list
http://scratch.mit.edu/users/ScratchDesignStudio/
RESOURCES
+ Who do you envision using your activity or resource?
+ What do you hope people will learn from using your
activity or resource?
+ What challenges might learners experience in doing
the activity or using the resource? How might you
further support them in dealing with these
challenges?
REFLECTION PROMPTS
+ Does the activity or resource facilitate an
introduction or exploration into creative computing?
What feedback can you offer the student?
REVIEWING STUDENT WORK
SUGGESTED TIME
30–45 MINUTES
NOTES NOTES TO SELF
+ Students particularly interested in supporting others’
learning can be great candidates for becoming peer
mentors during class or at an afterschool or lunchtime
Scratch Club.
102
UNIT 5 ACTIVITY
_______________________
_______________________
_______________________
_______________________
NAME: _________________________________________________
How can you help others learn more about Scratch and creative computing? Design an
activity that helps other people learn Scratch. It can be an off-computer activity (like
Creature Construction), project idea (like Build-a-Band), or challenge activity (like Debug
It!). You could even develop a new type of activity or handout! Brainstorm using the
questions below, and then use the activity and handout planners to give more detail.
TIPS & TRICKS
WHO IS THIS FOR?
Who is your audience? Who do you want to help learn more about Scratch and creative computing?
WHAT WILL THEY LEARN?
What are the learning goals? What new things do you hope people will learn from using your activity?
WHAT DO THEY NEED?
What supplies will people need? What other types of support will help people successfully engage in your activity?
ACTIVITY
DESIGN
+
+
+
(TIPS AND TRICKS)
What will learners create? How will they do this?
How will learners share their work with others?
How will learners reflect on their designs?
ACTIVITY DESCRIPTION
RESOURCES
+
+
+
REFLECTION PROMPTS
+
+
REVIEWING STUDENT WORK
(PROJECT INSTRUCTIONS) (2 PROJECT RESOURCES - studios, handouts, etc.)
(3 REFLECTION QUESTIONS)
(2 WAYS TO CHECK IF A LEARNER COMPLETED THE ACTIVITY)
OBJECTIVES
By completing this activity, learners will:
+
+
(TITLE)
SUGGESTED TIME
__–__ MINUTES
NOTES NOTES TO SELF
(2 LEARNING GOALS)
MY ACTIVITY
_______________________
_______________________
_______________________
_______________________
START HERE
(PROJECT INSTRUCTIONS)
THINGS TO TRY FINISHED?
+
+
+
(TITLE)
(PROJECT PICTURE)
(3 THINGS TO DO IF THEY GET STUCK) (3 THINGS TO DO IF THEY HAVE EXTRA TIME)
(ILLUSTRATED PROJECT INSTRUCTIONS)
(PROJECT
OVERVIEW)
(PROJECT
DESCRIPTION)
OBJECTIVES
By completing this activity, students will:
+ become more fluent with computational practices
(experimenting and iterating, testing and
debugging, reusing and remixing, abstracting and
modularizing) by designing a debugging challenge
My Debug It! handout
My Debug It! studio
http://scratch.mit.edu/studios/475637
RESOURCES
Optionally, have the My Debug It! handout available to
guide students during the activity.
Give students the opportunity to create their own
debugging challenge for others to solve. Bugs can
focus on a specific computational concept, Scratch
block, interaction, or some other programming
challenge. Encourage students to take inspiration from
their own experiences of getting stuck and unstuck
while developing Scratch projects.
Let students swap and try testing and debugging one
another’s buggy projects. Optionally, have students add
their debug-it program to the My Debug It! studio or a
class studio.
Ask students to reflect back on their problem-creating
approaches by responding to the reflection prompts in
their design journals or in a group discussion.
ACTIVITY DESCRIPTION
+ What was the problem?
+ Where did your inspiration come from?
+ How did you imagine others investigating and
solving the challenge?
+ Did others have alternative approaches to finding
and fixing the problem than what you expected?
What were their strategies?
REFLECTION PROMPTS
+ Do projects include a debugging challenge to solve?
+ What different testing and debugging strategies did
students employ?
REVIEWING STUDENT WORK
SUGGESTED TIME
15–30 MINUTES
NOTES NOTES TO SELF
+ Remind students to include a challenge description in
the notes of the project page on the Scratch website.
+ Got extra time or need a warm-up activity?
Let students exercise their problem-seeking and
problem-solving skills on other contributed debug-it
programs in the My Debug It! studio.
MY DEBUG IT!
106
UNIT 5 ACTIVITY
_______________________
_______________________
_______________________
_______________________
IT’S TIME TO DESIGN YOUR OWN
DEBUG IT PROGRAM. WHAT WILL
YOU CREATE?
In this activity, you will create your own
Debug It! challenge for others to
investigate, solve, and remix.
Reflect back on the different kinds of bugs
you’ve encountered in creating and debugging
your own projects.
Generate a list of possible debugging
challenges you could create. A Debug It! can
focus on a specific concept, block, interaction, or
some other programming challenge.
Build your Debug It! program.
START HERE
+ Add your debugging challenge to the My Debug It!
studio: http://scratch.mit.edu/studios/475637
+ Swap Debug It! programs with a neighbor and try to
solve each other’s buggy programs.
+ Help a neighbor.
+ Try debugging other programs in the My Debug It!
studio.
FINISHED?
NOTES
TO SELF
PLANS FOR MY DEBUG IT!
MY DEBUG IT!
108
109
12 3 4 50 6
UNIT 6
HACKATHON
PROJECT PITCH 114
PROJECT PLANNING 116
DESIGN SPRINT 120
PROJECT FEEDBACK 122
PROJECT CHECK-IN 124
UNFOCUS GROUP 126
SHOWCASE PREP 128
SHOWCASE 130
WHAT’S INCLUDEDYOU ARE HERE
UNIT 6
OVERVIEW
In this final unit, students will build on their creative
computing experiences by engaging in the design of an
open-ended project of their choosing. To help you and
your students tackle this open-ended design experience,
we were inspired to frame this unit as a hackathon. With
its ethos of embracing just-in-time learning and problem
solving, encouraging iterative planning-making-sharing,
and celebrating a connected and collaborative
environment, the hackathon is an ideal creative computing
culminating experience.
LEARNING OBJECTIVES
Students will:
+ be introduced to the format of a hackathon event
+ demonstrate knowledge of computational concepts
(sequence, loops, events, parallelism, conditionals,
operators, data) and practices (experimenting and iterating,
testing and debugging, reusing and remixing, abstracting
and modularizing) by defining, developing, and presenting a
personally meaningful, self-directed project
+ have multiple opportunities for collaboration by working in
peer teams, sharing skills, and giving and receiving multiple
rounds of feedback
+ This unit can accommodate either independent or
collaborative group projects. Pick one option or allow
students to choose.
NOTES
+ hackathon
+ design sprint
+ project pitch
KEY WORDS, CONCEPTS, & PRACTICES
THE “BIG IDEA
110
School is done but
some students do not
seem to notice.
Busy debugging
their #scratch game.
A team effort.
@Sheena1010
+ unfocus group
+ showcase
THE “BIG IDEA”
Throughout the duration of the
hackathon, students will engage in
iterative cycles in which they
PLAN, MAKE, and SHARE. This
iterative cycle encourages students
to engage in meaningful acts of
ideation, creation, and reflection.
MAKE
Design and develop project creations
with resources and help from others.
PLAN
What do you want to work on?
Brainstorm ideas and prepare a plan
of action!
SHARE
Share your project with others and
gather feedback to guide your next
steps!
“Hack” has a negative connotation to some but it has a long history of standing for playfulness, curiosity, persistence, and
creativity. One of our favorite definitions frames “hack” as “an appropriate application of ingenuity”. With this definition, what
better capacity for young learners than learning how to “hack”?
A hackathon takes the playful ingenuity of hacking and situates it in an intensely focused and time-limited context. In this
unit, learners will brainstorm an idea, develop a project, and showcase a final prototype using an iterative plan-make-share
cycle.
Hackathons provide excellent opportunities for learners to invent their own personally meaningful and relevant projects to
work on, which can be developed as independent final projects or in collaborative teams. It is a chance for students to
demonstrate their knowledge in Scratch, expand upon current skills, and develop and test ideas within a collaborative, creative,
flexible, and playful learning environment.
111
PLAN
SHARE MAKE
HOW DOES IT WORK?
WHAT IS A HACKATHON?
POSSIBLE PATH
The hackathon-inspired activities for this unit are designed to challenge students to build up a more complex project within an
open-ended and collaborative learning environment. All of the important culture-building we’ve been doing encouraging
risk-taking and persistence, recognizing failures as learning opportunities, focusing on process over product, and cultivating a
culture of cooperation and fun – culminates in this unit.
To help you get started, we have included a suggested sequence of activities that follow the plan-make-share design cycle.
START
HERE
PROJECT
PITCH
Pitch your ideas,
interests, or skills to
form a project team!
PROJECT
FEEDBACK
What is going well
in your project and
what still needs
adjustment?
SHOWCASE
PREP
Use this time to make
last-minute project
edits and to prepare
for the hackathon
showcase.
DESIGN
SPRINT
Final round
of design!
PROJECT
CHECK-IN
Take a moment to
reflect on your project
feedback and regroup
before continuing.
DESIGN
SPRINT
Keep making
progress with your
project as you
move into the
second round of
design.
UNFOCUS
GROUP
Formulate and share
project feedback with
your critique group.
SHOWCASE
An event to celebrate
all of your hard work
and finished projects!
Dive into your project
creation with this
open-ended design
sprint.
DESIGN
SPRINT
PLANNING
PROMPTS
Before diving into
your project, take
some time to prepare
a plan of action.
PROJECT
CHECK-IN
Take a moment to
reflect on your
project feedback
and regroup before
continuing.
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Introduce students to the concept of a pitch. With a pitch,
students can either announce a project idea in order to
recruit other team members, or they can promote their
interests, skills, or talents, in order to be recruited by other
teams.
Distribute the Pitch handout, giving students time to
brainstorm and to respond on the handout. Some students
already may have a project idea or have identified a specific
interest or skill they want to share or further explore. Let
students know that if they don’t have a specific project idea
or interest, they will have an opportunity to join another
team. Optionally, have students review inspiration projects
identified during the Unit 1 My Studio activity.
Give each student a chance to pitch to the rest of the group.
Ask people to line up if they want to pitch, and give them
thirty seconds each to describe their project, interest, or
skill.
Provide time for students to form project groups of 3 or 4
people. Optionally, have students write their names and
project interests on sticky notes that can be arranged and
sorted on a wall to facilitate team-building.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ brainstorm project ideas based on personal
interests
+ pitch ideas, interests, and skills to form project
teams
Pitch handout
sticky notes (optional)
RESOURCES
+ What has been your favorite project to work on so
far?
+ What kinds of projects are you interested in creating
next?
+ What knowledge, skills, or talents could you
contribute to a project?
REFLECTION PROMPTS
+ Did each student get a chance to pitch their idea or
interests?
+ Did each student find a project team to join?
REVIEWING STUDENT WORK
PROJECT
PITCH
SUGGESTED TIME
30–45 MINUTES
NOTES NOTES TO SELF
+ Students can be enormously valuable in providing
support and guidance to each other throughout all of
the Scratch sessions, and particularly during the
hackathon sessions. Encouraging young people to
share their knowledge and skills with others makes
things easier for the facilitator, but can also
significantly deepen creators’ learning and
understanding.
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UNIT 6 ACTIVITY
PROJECT PITCH BY: __________________________________________________
What has been your favorite project to work on so far? What made this project stand out for you?
What kinds of projects are you interested in creating next?
SKILLS IN SCRATCH
What knowledge, skills, or talents would you like to contribute to a project?
Use the prompts below to brainstorm ideas for projects you’re interested in working on during
the hackathon. You will have 30 seconds to pitch your ideas, interests, and skills to the rest of
the group!
PROJECT
PITCH
MY FAVORITE PROJECT
MY HACKATHON PROJECT IDEA
MY SKILLS AND INTERESTS
Taking some time at the start of the final project to
explore ideas, identify tasks involved in completing the
project, and list what is (and isn’t) already known can
be very beneficial for successful project completion.
Divide the group into project teams. Optionally,
distribute the Project Planning and Project Sketches
handouts to each team or individual.
Review different elements for planning projects
(project sketches, outline of tasks, list of resources,
storyboards/wireframes). Give the teams 15 minutes to
brainstorm ideas, plans, and resources for their
projects. Students who already have a clear concept
and plan are welcome to start working on their project
design.
Optionally, collect the completed Project Planning and
Project Sketches handouts at the end of this activity to
return to students at the beginning of Design Sprint
sessions.
ACTIVITY DESCRIPTION
PROJECT
PLANNING
OBJECTIVES
By completing this activity, students will:
+ identify an appropriately-scoped project to work
on
+ develop an outline of activities or tasks required
to complete the project
+ generate a preliminary list of resources required to
complete the project
Project Planning handout
Project Sketches handout
RESOURCES
+ What project do I want to create?
+ What steps will I take to develop my project?
+ What resources (e.g., people, sample projects) do I
already have to develop my project?
+ What resources (e.g., people, sample projects) might
I need to develop my project?
REFLECTION PROMPTS
+ Is the project appropriately scoped for the amount of
time and resources available for this hackathon?
+ How can you make resources accessible to students
who need them?
REVIEWING STUDENT WORK
SUGGESTED TIME
30–45 MINUTES
NOTES NOTES TO SELF
+ Although planning is helpful, it shouldn’t be
all-consuming or the only way of doing things.
Different students will want and need to plan and
tinker to different extents and different phases of
the project will require different approaches. Multiple
design and development styles should be encouraged
and accommodated.
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UNIT 6 ACTIVITY
Use the prompts below to start thinking about the elements needed to develop your project.
Describe the project you want to create.
List the steps needed in order to create your project.
What resources (e.g., people, sample projects) do you
already have?
What resources (e.g., people, sample projects) might
you need to develop your project?
PROJECT PLANS BY: _________________________________________________
PROJECT
PLANNING
MY PROJECT
MY RESOURCES
What’s happening? What are the important elements? What’s happening? What are the important elements?
What’s happening? What are the important elements? What’s happening? What are the important elements?
PROJECT SKETCHES BY: _______________________________________________
Use the space below to draw sketches of what your project will look like!
PROJECT
SKETCHES
MY PROJECT SKETCHES
Introduce students to the concept of a design sprint, which
is a specified amount of time dedicated to working
intensely on developing projects.
Ask students to write down goals for this session using the
Project Check-In activity or by responding to the reflection
prompts in their design teams or in their design journals.
Give students their completed Project Planning, Project
Feedback, and Unfocus Group handouts to guide them in
reflecting on original project goals and to encourage them
to make plans for refinement based on feedback.
Give students self-directed time to work on their projects.
Introduce and distribute additional support resources as
needed. In addition to peer support, having a collection of
readily-available support resources can help students
continue to make progress. Sample projects on the Scratch
website (http://scratch.mit.edu) can provide ideas, and
additional resources can be found on the ScratchEd website
(http://scratched.gse.harvard.edu).
Optionally, ask students to post their project drafts in a
class studio.
ACTIVITY DESCRIPTION
DESIGN SPRINT OBJECTIVES
By completing this activity, students will:
+ use computational concepts and practices to
further develop a Scratch project of their choosing
additional resources (e.g., sample projects, handouts,
Scratch Cards, craft material)
RESOURCES
+ What part of your project will you be working on
today?
+ What might you need help with in order to make
progress?
REFLECTION PROMPTS
+ Are individuals or groups making reasonable
progress?
+ What feedback or suggestions do you have for the
projects?
REVIEWING STUDENT WORK
SUGGESTED TIME
45–60 MINUTES
NOTES NOTES TO SELF
+ All design activities are constrained by time, by
resources, by our own abilities at a given moment –
and compromises may need to be made. The
open-ended designing sessions are a great opportunity
to have conversations with students about the
essential elements of their projects. What are the most
important aspects of the projects? What can
reasonably be accomplished in the remaining time?
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_______________________
_______________________
_______________________
UNIT 6 ACTIVITY
Divide the group into feedback teams of 3-4 people, so that
their feedback team members are not also members of their
project team. Optionally, have students gather in their
critique groups from the Unit 0 Critique Group activity.
Distribute the Project Feedback handout to each person,
and review the different handout elements. Ask students to
fill out the top portion of the handout with their name and
project title.
Ask students to spend 10 minutes reviewing each project in
their feedback team and critiquing the project draft using
the Red, Yellow, Green feedback questions. When the review
is complete, each student will have received feedback on
their project from the other members of their feedback
group.
After all the feedback rounds have ended, give students
time to meet with their project team members to review the
feedback and reflect on which suggestions they want to
incorporate into their project during the next Design Sprint
session. Optionally, collect the completed Project Feedback
handouts at the end of this activity to return to students at
the beginning of the Project Check-In activity or Design
Sprint sessions.
ACTIVITY DESCRIPTION
PROJECT
FEEDBACK
OBJECTIVES
By completing this activity, students will:
+ will work together in small critique groups to give
each other preliminary feedback on their projects
+ test projects-in-progress
+ formulate and share feedback for others
Project Feedback handout
RESOURCES
+ What aspects of your project could someone give
you feedback about?
+ What feedback, if any, do you plan to incorporate
into your project next?
REFLECTION PROMPTS
+ Did each student have opportunities to give and
receive feedback from various sources?
+ Did each student complete the Project Feedback
handout?
REVIEWING STUDENT WORK
SUGGESTED TIME
30–45 MINUTES
NOTES NOTES TO SELF
+ Different people will provide different perspectives on
the project-in-progress. Create opportunities for
learners to get feedback from a variety of sources,
including themselves!
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UNIT 6 ACTIVITY
_______________________
_______________________
_______________________
_______________________
FEEDBACK BY
[YELLOW]
What is something that is confusing or
could be done differently?
[RED]
What is something that doesn’t work or
could be improved?
[GREEN]
What is something that works well or you
really like about the project?
RED, YELLOW, GREEN
PARTS OF THE PROJECT THAT MIGHT BE HELPFUL TO THINK ABOUT:
+ Clarity: Did you understand what the project is supposed to do?
+ Features: What features does the project have? Does the project work as expected?
+ Appeal: How engaging is the project? Is it interactive, original, sophisticated, funny, or interesting? How did you feel as you interacted
with it?
FEEDBACK FOR: ___________________________________________________
PROJECT TITLE: ___________________________________________________
PROJECT
FEEDBACK
In this activity, students will perform a project
check-in, where they will update fellow team members
about their design progress so far and outline a plan
for an upcoming design sprint based on feedback
received. Optionally, give students or groups a Project
Check-In handout to guide them during this activity.
Divide the group into project teams. Optionally,
redistribute to students their completed Project
Planning, Project Feedback, and Unfocus Group
handouts.
Give teams time to reflect back on original project
goals and acquired feedback. Invite students to outline
next steps and plans for project refinement for an
upcoming design sprint.
ACTIVITY DESCRIPTION
PROJECT
CHECK-IN
OBJECTIVES
By completing this activity, students will:
+ review project progress and feedback
+ develop an outline of activities or tasks required
to complete the project
+ generate a list of resources required to complete
the project
Project Check-In handout
RESOURCES
+ What has been your favorite part of the process so far?
+ What parts of your project still need to be worked on?
+ What parts of your project will you be working on
next?
+ What might you need help with in order to make
progress?
REFLECTION PROMPTS
+ Are teams making reasonable progress and plans?
+ Are group members working cooperatively and
collaboratively while discussing and sharing project
responsibilities?
REVIEWING STUDENT WORK
SUGGESTED TIME
15–30 MINUTES
NOTES NOTES TO SELF
+ The Project Check-In is a short planning activity. We
recommend using it as a warm-up activity at the
beginning of each Design Sprint session.
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_______________________
_______________________
UNIT 6 ACTIVITY
Discuss your design progress with your team and outline a plan for next steps based
on feedback.
What parts of your project will each group member be
working on next?
What might you need help with in order to make progress?
CHECK-IN BY: _____________________________________________________
What has been your favorite part of the process so far? What parts of your project still need to be worked on?
PROJECT
CHECK-IN
PROJECT PROGRESS
NEXT STEPS
Hosting an unfocus group is an idea we borrow from
IDEO. Introduce the unfocus group concept, where
students will share their projects-in-progress and
request feedback from a diverse collection of people.
Optionally, distribute the Unfocus Group handout to
each person.
Help students brainstorm possible unfocus group
participants. Encourage them to consider their target
audience as well as unusual users or unexpected cases
who can offer a unique perspective or interesting
feedback (e.g., parents, teachers, siblings, other
students, community members).
Give students time to identify, interview, observe, and
record feedback from two unfocus group members.
Allow students time to meet with their project team
members to share feedback collected from different
unfocus group sources. Optionally, collect the
completed Unfocus Group handouts at the end of this
activity to return to students at the beginning of the
Project Check-In or Design Sprint sessions.
ACTIVITY DESCRIPTION
OBJECTIVES
By completing this activity, students will:
+ interview, observe, and ask others for feedback on
projects-in-progress
Unfocus Group handout
RESOURCES
+ Describe your unfocus group participants and why
you chose them.
+ How might their ideas influence your project?
REFLECTION PROMPTS
+ Did students identify and interview two unfocus
group participants?
REVIEWING STUDENT WORK
UNFOCUS GROUP
SUGGESTED TIME
30–45 MINUTES
NOTES NOTES TO SELF
+ Help students get creative in researching and
discovering feedback sources. Is there a local game
design company that might be interested in helping?
Could projects be shared with students from another
school?
+ If unfocus group members are not available to be
interviewed during the session (e.g., teachers, parents,
siblings, community members), you can organize this
activity for outside of class time or assign it as
homework.
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_______________________
_______________________
_______________________
UNIT 6 ACTIVITY
PROJECT TITLE: ___________________________________________________
INTERVIEW BY: ___________________________________________________
IDENTIFY
SKILLS IN SCRATCH
In this activity, you will interview and observe others to get feedback on your
project-in-progress.
+ What kinds of people
might be able to
offer you a unique
perspective on your
project?
+ Who are two unfocus
group members you
plan to share your
project draft with?
Share your project with your
unfocus group and observe
their reactions.
+ What are they getting
stuck on?
+ Are they interacting with
your project the way you
imagined?
+ Are they doing anything
surprising?
After you observe, interview
your group about their
experience.
+ What feedback did you
receive from your
interview?
+ What suggestions, if any,
do you plan to
incorporate into your
project next?
UNFOCUS
GROUP
IDENTIFY
OBSERVE
INTERVIEW
Remind students that they will be sharing their
projects with each other (and possibly guests) as a way
of acknowledging the hard work that has taken place
and of reflecting on their experiences. Explain that this
session is an opportunity for finalizing their
works-in-progress and coming up with a strategy for
sharing their projects with others.
Give students time to work on their projects and
prepare for presenting final drafts at the project
showcase. Optionally, collect final works-in-progress
into a class studio for ease in presenting. Optionally,
invite students to add their projects to the Hackathon
studio.
Distribute the Project Reflections handout to students
and discuss the What?, So what?, Now what?
framework as a way for them to present their
experiences to others.
ACTIVITY DESCRIPTION
SHOWCASE PREP OBJECTIVES
By completing this activity, students will:
+ work on their final project drafts and prepare for
the final project showcase
Project Reflections handout
Hackathon studio
http://scratch.mit.edu/studios/488267
RESOURCES
+ What is your project?
+ What was your process for developing the project?
+ What do you want to create next?
REFLECTION PROMPTS
+ Did each group or individual complete a Project
Reflections handout?
REVIEWING STUDENT WORK
SUGGESTED TIME
30–45 MINUTES
NOTES NOTES TO SELF
+ Students may be feeling anxious or stressed about
completing their projects. This is an opportunity to
remind them that: (1) this experience is just a
waypoint on their paths as computational creators, and
(2) some types of stress can be good, helping us to
focus on our goals and get things done!
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_______________________
_______________________
_______________________
UNIT 6 ACTIVITY
PROJECT
REFLECTIONS
FEEDBACK
FOR:
What is your project?
How does it work? How did you come up with the idea?
What was your process for developing the project?
What was interesting, challenging, and surprising? Why?
What did you learn?
What are you most proud of about your project?
What would you change?
NOW WHAT?
WHAT DO
YOU WANT
TO CREATE
NEXT?
PROJECT REFLECTIONS BY: ____________________________________________
Use the prompts below to reflect on your design process.
WHAT?
SO WHAT?
Create a celebratory mood in the space by inviting
guests, playing music, hanging decorations, and/or
providing snacks.
Optionally, use a projector and screen to display
projects.
Invite students to share their final projects and discuss
their design processes with others. Optionally, make
student progress visible by having design notebooks
and prior projects available.
Give students time to reflect on all of their creative
computing experiences by reviewing their design
journals and responding to the reflection prompts in
their design journals or in a group discussion.
ACTIVITY DESCRIPTION
SHOWCASE OBJECTIVES
By completing this activity, students will:
+ share their final projects with others and reflect
on their overall design process and computational
creation experiences
projector and screen for presentations (optional)
RESOURCES
+ Look through your design notebook. What types of
notes did you take?
+ Which notes were most helpful?
+ What has been your favorite Scratch project to work
on so far? Why is it your favorite?
+ What do you want to create next?
REFLECTION PROMPTS
+ Did each team or individual have the opportunity to
share their work and be celebrated?
REVIEWING STUDENT WORK
SUGGESTED TIME
45–60 MINUTES
NOTES NOTES TO SELF
+ Sharing can take place in a variety of ways: individuals
presenting to the entire group, concurrent subsets of
students presenting, live demos, accessing projects
from the web, etc.
+ Project portfolios, design journals, final project
feedback handouts, and final project reflection
handouts are a few (of many different possible) types
of artifacts that may be collected for assessment
purposes. (See Appendix.)
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UNIT 6 ACTIVITY
132
0
APPENDIX
133
134
GLOSSARY
abstracting and modularizing: The computational practice of exploring connections between the whole and the parts.
animation: An illusion of continuous motion created by the rapid display of a sequence of still images with incremental
differences.
arcade day: A strategy for sharing student work and whole group activity. Students place their finished projects in Presentation
Mode and then walk around and engage with each other’s work.
backdrop: One out of possibly many frames, or backgrounds, of the Stage.
backpack: A Scratch feature that can be used to conveniently transfer media and/or scripts between projects.
bitmap: An image that is defined by a two-dimensional array (grid) of discrete color values (a.k.a. pixels”). Contrast with vector
graphics.
broadcast: A message that is sent through the Scratch program, activating receiving scripts.
cloning: A Scratch feature that allows a sprite to create duplicates of itself while the project is running.
computational concepts: The concepts designers engage with as they program, such as sequence, loops, conditionals, events,
parallelism, operators, and data.
computational perspectives: The broader perspectives that designers may form about world around them through computing
such as expressing themselves, connecting with others, and posing questions about technology’s role in the world.
computational practices: The distinctive habits of mind that programmers develop as they work, such as experimenting and
iterating, testing and debugging, remixing and reusing work, and abstracting and modularizing.
conditionals: The computational concept of making decisions based on conditions (e.g., current variable values).
control: One of the ten categories of Scratch blocks. They are color-coded gold, and are used to control scripts.
costume: One out of possibly many “frames” or alternate appearances of a sprite. A sprite can change its look to any of its
costumes.
critique group: A group of designers who share ideas and test projects-in-progress with one another in order to get feedback
on how to further develop their projects.
data: The computational concept of storing, retrieving, and updating values.
design demo: An activity in which students are invited to present their work to the class and demonstrate how they
implemented a particular block, skill, or design strategy within their project.
design sprint: A specified amount of time dedicated to working intensely on developing projects.
events: The computational concept of one thing causing another thing to happen.
experimenting and iterating: The computational practice of developing a little bit, then trying it out, then developing some
more.
feedback fair: A sharing activity in which half of your students stay in their seats with their projects open while the other half
walks around exploring projects, asking questions, and giving feedback. Once complete, the students then switch sides and
start the process over.
A guide to the key words, concepts, and practices in the curriculum guide:
Visit the Scratch help pages at http://scratch.mit.edu/help or the community-generated Scratch Wiki at
http://wiki.scratch.mit.edu for additional, Scratch-specific terminology.
135
gallery walk: A sharing activity in which students put their projects in presentation mode and then walk around and explore
each other’s projects.
hardware and extensions: Supplemental materials that connect the digital world of Scratch with the physical world. Examples
of hardware extensions include: LEGO WeDo, PicoBoard, and MaKey MaKey.
interactive collage: A Scratch project that incorporates a variety of clickable sprites.
looks: One of the ten categories of Scratch blocks. They are color-coded purple, and are used to control a sprite's appearance.
loops: The computational concept of running the same sequence multiple times.
make a block: A feature found within the More Blocks category that allows students to create and define their own custom
block or procedure.
motion: One of the ten categories of Scratch blocks. They are color-coded medium-blue, and are used to control a sprite’s
movement.
operators: The computational concept of supporting mathematical and logical expressions.
paint editor: Scratch's built-in image editor. Many Scratchers create their own sprites, costumes, and backdrops using it.
pair programming: A programming methodology in which developers pair up and work side-by-side on a project.
parallelism: The computational concept of making things happen at the same time.
pass-it-on story: A Scratch project that is started by a pair of people, and then passed on to two other pairs to extend and
reimagine.
peer interviews: A sharing activity in which students take turns interviewing one another about their processes of reflection,
self-assessment, and research.
pitch: An activity in which students either announce a project idea in order to recruit other team members, or promote their
interests, skills, and talents in order to be recruited by other teams.
presentation mode: A display mode in Scratch that allows projects to be viewed at an enlarged size. It is accessed by pressing
the button on the top left of the Scratch program. This mode is also called full screen mode or enlarged screen.
profile page: A page on the Scratch online community dedicated to displaying information about a Scratch user, such as
projects they have created or bookmarked (a.k.a. “favorited”).
project editor: A feature of the Scratch online community that allows projects to be modified. This includes the script area
(where scripts are assembled), the sprite area (where sprites can be manipulated), and the stage area (where sprites are
positioned and where backgrounds can be accessed).
red, yellow, green: A reflection and sharing activity in which individuals identify aspects of their projects as not going well or
still needing work (“red”), confusing or contentious (“yellow”), or working well (“green”).
remix: A creative work that is derived from an original work (or from another remix). A remix typically introduces new content
or stylistic elements, while retaining a degree of similarity to the original work.
reusing and remixing: The computational practice of making something by building on existing projects or ideas.
Scratch screening: A sharing activity in which students gather around to observe each other’s Scratch projects.
scripts: One or more Scratch blocks connected together to form a sequence. Scripts begin with an event block that responds to
input (e.g., mouse click, broadcast). When triggered, additional blocks connected to the event block are executed one at a
time.
sensing: One of the ten categories of Scratch blocks. They are color-coded light-blue, and are used to detect different forms of
input (e.g., mouse position) or program state (e.g., sprite position).
sequence: The computational concept of identifying a series of steps for a task.
136
showcase: A strategy for sharing in which students present their final projects to others and reflect on their design processes
and computational creation experiences.
sound: An audio file that can be played in a Scratch project, available by importing from Scratch's built-in sound library, or
creating a new recording. Sounds are played by using sound blocks, which control a sound's volume, tempo, and more.
sprite: A media object that performs actions on the stage in a Scratch project.
stage: The background of a Scratch project. The stage can have scripts, backdrops (costumes), and sounds, similar to a sprite.
studio: A user-created gallery in the Scratch online community that can be used to highlight projects contributed by one or
many users.
testing and debugging: The computational practice of making sure things work and finding and solving problems when they
arise.
theatre metaphor: A way of describing the design of Scratch that emphasizes its intentional similarity to theatre, with actors
(sprites), costumes, backdrops, scripts, and a stage.
tips window: Built directly into the Project Editor, the Tips Window is a form of getting help in Scratch.
unfocus group: An activity in which students share their projects-in-progress and request feedback from a diverse collection of
people.
variables and lists: A changeable value or collection of values recorded in Scratch’s memory. Variables can store one value at a
time, while lists can store multiple values.
vector graphic: An image that is defined by a collection of geometric shapes (e.g., circles, rectangles) and colors. Contrast with
bitmap.
video sensing: A Scratch feature that makes use of video from a webcam to detect motion or display video input on the stage.
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138
STANDARDS
Common Core State Standards for Mathematics 2010
http://www.corestandards.org/wp-content/uploads/Math_Standards.pdf
+ Make sense of problems and persevere in solving them – Many guide activities engage students in solving debugging
challenges, which encourage students to discover different ways of finding and solving problems.
Example activity: Unit 1 -
4 Debug It!
+ Reason Abstractly and Quantitatively Students can express abstract concepts and demonstrate their understandings of
quantitative relationships such as variables through visual representations designed in Scratch.
Example activity: Unit 4
Score
+ Model with Mathematics – Certain activities in the guide challenge students to represent previously learned equations,
data comparisons, or other mathematical relationships as Scratch programs.
Example activity: Unit 4 Interactions
+ Attend to precision – On- and off-screen activities help students recognize the importance of attending to detail when
specifying instructions or a sequence of code intended to elicit a particular outcome.
Example activity: Unit 1 Programmed
to Dance
+ Look for and Make Use of Structure – Looking through scripts during a debugging challenge, reading through someone
else’s project code while remixing a project, or reviewing work to build up more complex programs can engage students in
looking closely to discern repeated patterns or structure within their own or others’ Scratch programs.
Example activity:
Unit 3 Conversations
Common Core State Standards for English Language Arts/Literacy 2010
http://www.corestandards.org/wp-content/uploads/ELA_Standards.pdf
+ They demonstrate independence. Most activities and projects in the guide are designed to be self-directed or can be
easily adjusted to accommodate independent work, although collaborative projects and group work are encouraged.
Example activity: Unit 1 About Me
+ They respond to the varying demands of audience, task, purpose, and discipline. Students are made aware of varying types
of audience, task, purpose, and discipline when sharing projects to the worldwide Scratch online community or designing
projects and activities for others.
Example activity: Unit 5 Activity Design
+ They comprehend as well as critique. A variety of feedback exercises and collaborative projects engage students in
sharing works-in-progress, asking questions, and exchanging constructive critique.
Example activity: Unit 0 Critique Group
+ They use technology and digital media strategically and capably. During self-directed activities, students learn to navigate
to different parts of the Scratch website to develop projects, search for inspiration, connect with others, and pursue
personal learning goals.
Example activity: Unit 5 Know Want Learn
+ They come to understand other perspectives and cultures. In remixing others’ projects, students need to read, understand,
and interpret the code and intention of work that is not their own. When building up collaborative projects, students learn
to cooperate, compromise, and share work with others.
Example Activity: Unit 3 Pass It On
The activities in this guide make connections to several different K-12 curriculum standards, including the
Common Core State Standards, the CSTA K-12 Computer Science Standards, and ISTE NETS. We have
included connections to Common Core Standards as an example.
For more connections, please visit the guide site at http://scratched.gse.harvard.edu/guide
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COMPUTATIONAL THINKING
CONCEPT DESCRIPTION
sequence identifying a series of steps for a task
loops running the same sequence multiple times
parallelism making things happen at the same time
events one thing causing another thing to happen
conditionals making decisions based on conditions
operators support for mathematical and logical expressions
data storing, retrieving, and updating values
COMPUTATIONAL CONCEPTS
PRACTICE DESCRIPTION
experimenting and iterating developing a little bit, then trying it out, then developing some more
testing and debugging making sure things work and finding and solving problems when they arise
reusing and remixing making something by building on existing projects or ideas
abstracting and
modularizing
exploring connections between the whole and the parts
COMPUTATIONAL PRACTICES
PERSPECTIVE DESCRIPTION
expressing realizing that computation is a medium of creation
“I can create.
connecting recognizing the power of creating with and for others
“I can do different things when I have access to others.
questioning feeling empowered to ask questions about the world
“I can (use computation to) ask questions to make sense of (computational things in) the
world.
COMPUTATIONAL PERSPECTIVES
Over the past several years, we have been captivated by computational thinking” as a way to describe the learning and
development that take place with Scratch. In this section, we share: (1) our definition of computational thinking as a set of
concepts, practices, and perspectives, (2) an instrument for assessing student proficiency with computational practices, and (3) a
self-reflection instrument to help teachers assess how they support computational practices in the classroom.
These definitions and instruments were developed in collaboration with Wendy Martin, Francisco Cervantes, and Bill Tally from
Education Development Center’s Center for Children & Technology, and Mitch Resnick from MIT Media Lab. Additional
computational thinking resources are available at http://scratched.gse.harvard.edu/ct
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The following instrument can be used to assess students’ development of fluency with computational
thinking practices (experimenting and iterating, testing and debugging, reusing and remixing, abstracting
and modularizing). The first column indicates a question for the student (as part of a design journal prompt
or interview, for example). The second, third, and fourth columns indicate how low, medium, and high levels
of proficiency might be manifested.
EXPERIMENTING AND ITERATING LOW MEDIUM HIGH
Describe how you built your project
step by step.
Student provides a basic
description of building a
project, but no details
about a specific project.
Student gives a general
example of building a
specific project in a certain
order.
Student provides details
about the different
components of a specific
project and how they were
developed in a certain
order.
What different things did you try out as
you went along with your project?
Student does not provide
specific examples of what
s/he tried.
Student gives a general
example of trying
something in the project.
Student provides specific
examples of different
things s/he tries in a
project.
What revisions did you make and why
did you make them?
Student says s/he made no
revisions, or only states
s/he made revisions but
gives no examples.
Student describes one
specific revision s/he made
to the project.
Student describes the
specific things s/he added
to the project and why.
Describe different ways you tried to do
things in your project, or when you tried
to do something new.
Student provides no
examples of trying
something new.
Student provides an
example of trying
something new in the
project.
Student describes specific
new things s/he tried in a
project.
TESTING AND DEBUGGING LOW MEDIUM HIGH
Describe what happened when you ran
your project that was different from
what you wanted.
Student does not describe
what was different when
s/he ran the project from
what s/he wanted.
Student describes what
went wrong in the project,
but not what s/he wanted
it to do.
Student gives a specific
example of what happened
and what s/he wanted to
have happen when s/he
ran the project.
Describe how you read through the
scripts to investigate the cause of the
problem.
Student does not describe
a problem.
Student describes reading
through the scripts but
does not provide a specific
example of finding a
problem in the code.
Student describes reading
through the scripts and
provides a specific example
of finding a problem in the
code.
Describe how you made changes and
tested to see what happened.
Student does not describe
what problems s/he had or
the solution.
Student provides a general
example of making a
change and testing it out
to see if it worked.
This student provides a
specific example of making
a change and testing it out
to see if it worked.
Describe how you considered other
ways to solve a problem.
Student does not provide
an example of a solution to
a problem.
Student provides a general
example of a solution to
the problem.
This student provides a
specific example of a
solution to the problem.
ASSESSING DEVELOPMENT OF COMPUTATIONAL PRACTICES
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REUSING AND REMIXING LOW MEDIUM HIGH
Describe if/how you found inspiration
by trying other projects and reading
their scripts.
Student does not describe
how s/he found ideas or
inspiration from other
projects.
Student provides a general
description of a project
that inspired him/her.
Student provides a specific
example of project that
inspired him/her and how.
How did you select a piece of another
project, and adapt it for your project?
Student does not describe
how s/he adapted scripts,
ideas or resources from
other projects.
Student identifies scripts,
ideas or resources s/he
adapted from other
projects.
Student provides specific
examples of scripts, ideas
or resources s/he adapted
from other projects and
how.
How did you modify an existing project
to improve it, or enhance it?
Student does not describe
modifying another project.
Student provides a general
description of
modifications s/he made to
another project.
Student provides specific
examples of modifications
s/he made to other
projects and why.
How did you give credit to people
whose work you built on or are inspired
by?
Student does not give
credit to others.
Student names people
whose work inspired
him/her.
Student documents in
project and/or on the
Scratch website the people
whose work inspired
him/her.
ABSTRACTING AND MODULARIZING LOW MEDIUM HIGH
How did you decide what sprites are
needed for your project, and where they
should go?
Student provides no
description of how s/he
selected sprites.
Student provides a general
description of deciding to
choose certain sprites.
Student provides a specific
description of how s/he
made decisions about
sprites based on goals for
the project.
How did you decide what scripts are
needed for your project, and what they
should do?
Student provides no
description of how s/he
created scripts.
Student provides a general
description of deciding to
create certain scripts.
Student provides a specific
description of how s/he
made decisions about
scripts based on goals for
the project.
How did you organize the scripts in
ways that make sense to you and
others?
Student does not describe
how s/he organized scripts.
Student provides a general
description of how s/he
organized the script.
Student provides specific
examples of how s/he
organized the script and
why.
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EXPERIMENTING AND ITERATING: developing a little bit, then trying it out, then developing
some more
The activity provided opportunities for students to… NONE SOME LOTS
build a project step by step
try things out as you go
make revisions based on what happens
try different ways to do things, or try new things
NOTES FOR NEXT TIME:
If none, how can I make room, or build time, for more?
If some, how can I deepen, or strengthen, those activities?
If lots, what have I noticed, or learned?
TESTING AND DEBUGGING: making sure things work and finding and solving problems
when they arise
The activity provided opportunities for students to… NONE SOME LOTS
observe what happens when you run your project
describe what is different from what you want
read through the scripts to investigate the cause of the problem
make changes and test to see what happens
consider other ways to solve the problem
NOTES FOR NEXT TIME:
If none, how can I make room, or build time, for more?
If some, how can I deepen, or strengthen, those activities?
If lots, what have I noticed, or learned?
The following instrument can be used to help you reflect on how you are supporting computational practices
in your learning environment – which may be a classroom, a library, or another learning environment. The
purpose of the instrument is to help you notice the types of opportunities to learn that you are designing and
supporting.
SUPPORTING COMPUTATIONAL PRACTICES IN THE CLASSROOM
144
REUSING AND REMIXING: making something by building on existing projects or ideas
The activity provided opportunities for students to… NONE SOME LOTS
find ideas and inspiration by trying other projects and reading the scripts
select a piece of another project, and adapt it for your project
modify an existing project to improve or enhance it
give credit to people whose work you build on or are inspired by
NOTES FOR NEXT TIME:
If none, how can I make room, or build time, for more?
If some, how can I deepen, or strengthen, those activities?
If lots, what have I noticed, or learned?
ABSTRACTING AND MODULARIZING: exploring connections between the whole and the parts
The activity provided opportunities for students to… NONE SOME LOTS
decide what sprites are needed for your project, and where they should go
decide what scripts are needed for your project, and what they should do
organize the scripts in ways that make sense to you and others
NOTES FOR NEXT TIME:
If none, how can I make room, or build time, for more?
If some, how can I deepen, or strengthen, those activities?
If lots, what have I noticed, or learned?
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146
Books
+ Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. New York, NY: Basic Books.
+ Papert, S. (1993). The children’s machine: Rethinking school in the age of the computer. New York, NY: Basic Books.
+ Kafai, Y. B. (1995). Minds in play: Computer game design as a context for children’s learning. Mahwah, NJ: Lawrence Erlbaum.
Available at http://www.yasminkafai.com/minds-in-play/
+ Margolis, J., & Fisher, A. (2002). Unlocking the clubhouse: Women in computing. Cambridge, MA: MIT Press.
+ Margolis, J., Estrella, R., Goode, J., Holme, J.J., & Nao, K. (2008). Stuck in the shallow end: Education, race, and computing.
Cambridge, MA: MIT Press.
+ Kafai, Y. B., Peppler, K. A., & Chapman, R. N. (2009). The computer clubhouse: Constructionism and creativity in youth
communities. New York: Teachers College Press.
+ Rushkoff, D. (2010). Program or be programmed: Ten commands for a digital age. New York, NY: OR Books.
+ Kafai, Y. B., & Burke, Q. (2014). Connected code: Why children need to learn programming. Cambridge, MA: MIT Press.
Dissertations
+ Monroy-Hernandez, A. (2012). Designing for remixing: Supporting an online community of amateur creators.
Doctoral dissertation, Massachusetts Institute of Technology.
+ Brennan, K. (2013). Best of both worlds: Issues of structure and agency in computational creation, in and out of schools.
Doctoral dissertation, Massachusetts Institute of Technology.
Papers
+ Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking.
American Educational Research Association meeting, Vancouver, BC, Canada.
+ Brennan, K. (2013). Learning computing through creating and connecting. IEEE Computer, Special Issue: Computing in
Education.
doi:10.1109/MC.2013.229
A selection of readings to further support your explorations of creative computing:
FOR FURTHER READING
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LINKS
TYPE DESCRIPTION LINK
Website Scratch http://scratch.mit.edu
Website ScratchEd http://scratched.gse.harvard.edu
Resource Offline Version of Scratch http://scratch.mit.edu/scratch2download
Resource Scratch Cards http://scratch.mit.edu/info/cards
Resource Scratch Community Guidelines http://scratch.mit.edu/community_guidelines
Resource Scratch Remix FAQ https://scratch.mit.edu/info/faq#remix
Resource Scratch Wiki http://wiki.scratch.mit.edu
Resource Scratch Discussion Forums http://scratch.mit.edu/discuss
Resource Scratch FAQ http://scratch.mit.edu/info/faq
Resource LEGO WeDo Construction Set http://bit.ly/LEGOWeDo
Resource MaKey MaKey http://makeymakey.com
Resource PicoBoard https://www.sparkfun.com/products/10311
Resource Scratch Design Studio List http://scratch.mit.edu/users/ScratchDesignStudio
Video Scratch Overview Video http://vimeo.com/65583694
http://youtu.be/-SjuiawRMU4
Video Unit 1 Programmed to Dance Videos http://vimeo.com/28612347
http://vimeo.com/28612585
http://vimeo.com/28612800
http://vimeo.com/28612970
Video Backpack Video Tutorial http://bit.ly/scratchbackpack
Video Make a Block Video Tutorial http://bit.ly/makeablock
Video Variables Video Tutorial http://bit.ly/scratchvariables
Video How can I connect Scratch with other
technologies? Video Playlist
http://bit.ly/hardwareandextensions
Video Scratch Chain Reaction Video http://bit.ly/ScratchChainReaction
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Links to helpful creative computing resources:
Developed by the ScratchEd team at the Harvard Graduate School of Education
and released under a Creative Commons license.

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