Scott YYYY Starting From Scratch
Scott YYYY Starting From Scratch
Scott YYYY Starting From Scratch
LEARNER NOTES v2
Starting from Scratch An Introduction to Computing Science
Acknowledgements
This resource was partially funded by a grant from Education Scotland. We are also grateful for
the help and support provided by the following contributors:
Special thanks go to Ian King who assisted with updating these materials for Scratch v2.0. The
contribution of the following individuals who served on the RSE/BCS Project Advisory Group is
also gratefully acknowledged: Professor Sally Brown (chair), Mr David Bethune, Professor Alan
Bundy, Professor Quintin Cutts, Ms Kate Farrell, Mr William Hardie, Dr Fiona McNeill, Professor
Greg Michaelson, Dr Bill Mitchell and Professor Judy Robertson.
Some of the material within this resource is based on existing work from the ScratchEd site,
reproduced and adapted under Creative Commons licence. The author thanks the individuals
concerned for permission to use and adapt their materials.
BCS is a registered charity: No 292786
The Royal Society of Edinburgh. Scotland's National Academy. Scottish Charity No. SC000470
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Starting from Scratch An Introduction to Computing Science
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Starting from Scratch An Introduction to Computing Science
Contents
Introduction .................................................................................................... 1
What is a computer? ...................................................................................... 1
Types of computer ......................................................................................... 2
Parts of a computer ....................................................................................... 5
Hardware ....................................................................................................... 6
Software ......................................................................................................... 7
Programming languages ................................................................................ 8
Programming in Scratch .................................................................................. 9
1: Scratching the Surface ............................................................................... 11
All the world’s a stage .................................................................................. 11
Putting things in order ................................................................................. 13
Lazy or smart? .............................................................................................. 16
2: Story Time ................................................................................................. 17
Bugs .............................................................................................................. 19
Event-driven programming .......................................................................... 22
3: A Mazing Game ......................................................................................... 23
The Importance of Design ............................................................................ 23
4: Get the Picture? ........................................................................................ 31
Nesting ......................................................................................................... 32
5: Forest Archery Game ................................................................................. 41
Variables....................................................................................................... 44
Summary ...................................................................................................... 47
Scratch Project .............................................................................................. 49
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Starting from Scratch An Introduction to Computing Science
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Starting from Scratch Introduction
Introduction
You have probably already used several computers today without realising it.
If you have sent a text, been driven in a car, or checked your watch then you have used a
computer. The words you are reading now were typed on a computer.
Computers are all around us. Since they affect so many parts of our lives, it is important
to understand how they work.
What is a computer?
A computer is a machine that carries out instructions given to it by a human. Without
instructions, computers wouldn’t be able to do anything.
If this is the case, then what makes them special? Well, computers…
It might seem that computers can do almost anything. However, here are some other
important things to remember:
Computers don’t have brains; they are not cleverer than humans.
Computers don’t have feelings or “common sense”. This means that there are
lots of everyday tasks that humans can perform that computers still cannot.
Activity Write down three everyday tasks that humans perform but computers cannot (or are
not very good at).
1. _____________________________________________________________________
2. _____________________________________________________________________
3. _____________________________________________________________________
1 At the time of writing, a modern personal computer could perform over 100 billion calculations
every second!
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Starting from Scratch Introduction
Types of computer
Computers come in many shapes and sizes. Computers that most people might
recognise include:
Activity The personal computers shown above appear in order of oldest to newest types.
What does this tell you about the kind of computers people want?
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2
The word “virtual” is used a lot in Computing. It just means “not real” – it’s something that’s
been recreated on a computer. Can you think of any other virtual things you get on a computer?
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Starting from Scratch Introduction
Other computers that may not be as well-known or recognised by most people include:
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Starting from Scratch Introduction
Activity Write down three devices in your own home that you think might contain an
embedded computer (besides those shown above).
1. _____________________________________________________________________
2. _____________________________________________________________________
3. _____________________________________________________________________
Activity Write down three technologies that are combined in a modern smartphone.
1. _____________________________________________________________________
2. _____________________________________________________________________
3. _____________________________________________________________________
3
Source: http://embedded-computing.com/guest-blogs/ota-challenges-for-automakers/
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Starting from Scratch Introduction
Parts of a computer
A computer is a machine that:
takes in information
stores this information
processes this information
and gives this processed information back out.
STORAGE
Activity Write down inputs and outputs for the following activities on different types of
computers. When you have finished, create an extra one of your own:
Watching TV
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Starting from Scratch Introduction
Hardware
Hardware means computer equipment. A single piece of hardware
is called a device.
Central Processing Unit (CPU) where the computer carries out the instructions
given by the programs. The faster the CPU
(commonly just called the processor), the faster your
computer will work.
Storage device used to store programs and data. It is where you save
your work on to.
Activity Decide if the following devices are input, output or storage devices then put each one
into the correct column. The first three have been done for you.
keyboard; hard disc drive; monitor; speaker; scanner; printer; mouse; DVD drive;
microphone; flash drive (memory stick); game controller; touch screen; memory card
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Starting from Scratch Introduction
Software
A computer can perform different tasks, depending on the instructions it is given.
Software is the name given to programs and the information they use.
Activity Complete the table below of ten different jobs you can do on a computer and the
name of a software package that lets you do it.
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Starting from Scratch Introduction
Programming languages
Computers follow instructions given to them by humans. They can solve only the
problems that people tell them to solve. To tell a computer what to do, you must know
what problem you want to solve and have a plan for solving it.
Unfortunately, these instructions can’t just be given to the computer in normal English.
A computer can perform tasks very quickly, but it is not intelligent like we are.
This means that computer programs have to be written in a very precise way, according
to strict rules. There must be no confusion over what instructions mean.
A set of instructions and rules that a program can be written in is called a programming
language.
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Starting from Scratch Programming in Scratch
Programming in Scratch
The rest of this course will focus on how to write computer programs.
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Starting from Scratch Programming in Scratch
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Starting from Scratch 1: Scratching the Surface
Introduction
Watch the video introduction to Scratch. This will introduce you to Scratch and its
screen layout.
https://vimeo.com/80961102
2. Costumes/Backdrops
Costumes are “outfits” for a sprite. The same sprite can have several costumes
and so be made to look completely different.
The stage can have different backdrops which can be changed. Backdrops are
just like costumes for the stage.
3. Sounds
These are sounds that sprites or the stage can use. Again, each sprite (or the
stage) can have many different sounds. Scratch lets you import (bring in)
recorded sounds or even record your own using a microphone.
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Starting from Scratch 1: Scratching the Surface
This will go over the main elements within Scratch and take you through the task of
creating your first computer program. If you get stuck, go back in the screencast or ask
your partner.
This will show you how to create a simple tune in Scratch. If you get stuck, go back in the
screencast or ask your partner.
Did you know…? Frère Jacques is one of the best-known songs in the world. It is a French song about a
religious monk (“Brother John” in English) who has the job of ringing the morning bell
before the days of alarm clocks. Unfortunately, poor Jacques has overslept! 4
Task 3: My Tunes
Once you have completed Task 2, try creating a program that plays another simple song.
Choose one where lines of the music repeat, so you can use the repeat command.
4
The score shown above is in a different key from the version created in the Task 2 screencast.
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Starting from Scratch 1: Scratching the Surface
create a single script that includes the sprite movement blocks amongst
the play note blocks
have separate scripts for the same sprite – one script plays the tune whilst the
other makes the sprite dance.
You can find another screencast (Dance Party) to give you some inspiration at
https://scratch.mit.edu/projects/10128067 .
Make sure you create a tune, rather than just use a music loop, though!
Extension 2
Experiment by adding some other blocks to your program, such as the looks blocks e.g.
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Starting from Scratch 1: Scratching the Surface
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Why? _____________________________________________________________
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Now try out the code yourself and see if you were right.
1.2 Now add a wait 1 secs block between the two move blocks. Describe what
happens now.
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Write down what you think the user will see when the flag is clicked.
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Why? _____________________________________________________________
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Now try out the code yourself and see if you were right.
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Starting from Scratch 1: Scratching the Surface
1.4 In the stack of blocks below, how many times does the sprite move 10 steps?
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1.5 A programmer wants the cat to dance to some music. However, the cat doesn’t
start dancing until after the music has finished!
Why is this?
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Starting from Scratch 1: Scratching the Surface
1.6 In the example below, a programmer has chosen a piece of music (sound
“Xylo1”) to play during a game. However, when the flag is clicked, the
computer just plays the first note of the music – over and over again!
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1.7 In Extension 1: Dance Away, you made a sprite dance to a tune you created.
There were two ways you could do this:
have a single script with the movement blocks amongst the play note blocks
have separate scripts for the same sprite – one script plays the tune whilst the
other makes the sprite dance.
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1.8 Make up a question like those from 1.1–1.6 and pass it to your neighbour.
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Lazy or smart?
Computer programmers always look for shortcuts to make their lives easier.
A good example is how we used a repeat block in Frère Jacques to repeat the same line
of music instead of having two identical sets of blocks. As well as looking neater, it also
means that you won’t make a mistake when creating a second set of blocks.
Do you think this makes programmers lazy or smart? (Hint: the answer is smart!)
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Starting from Scratch 2: Story Time
2: Story Time
This lesson will cover
creating stories and plays
sequencing instructions
events
Once you have done this, try creating a joke of your own – for example, a “Knock,
Knock” joke – that uses two characters like the one in the example.
Pay attention to when each character (sprite) “speaks” by planning out the code,
including speaking and waiting, like the one below:
Girl Boy
Say “Hey, I’ve got a joke!” for 3 secs Wait 3 secs
Wait 3 secs Say “Okay – let’s hear it!” for 3 secs
Say “My dog’s got no nose” for 3 secs Wait 3 secs
Wait 3 secs Switch to costume of boy shrugging
Say “How does it smell?” for 3 secs
Say “Terrible” for 2 secs Wait 2 secs
Switch to costume of boy laughing
Say “<Groan>” for 3 secs
Write down any problems you had and what you did to overcome them.
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Starting from Scratch 2: Story Time
Keep it simple with only two or three actors (sprites). Write a script on lined paper, with
each actor’s lines side-by-side, as shown in the previous example.
Hint: You can use the broadcast block to let a sprite trigger an event, such as a scene
change e.g.
You can find another screencast (walking_places) to give you some inspiration at
https://scratch.mit.edu/projects/8157/
Hint: you will have to start your sprite actors at the edges of the screen and use the
show and hide blocks to make them appear at the correct place every time.
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Starting from Scratch 2: Story Time
Bugs
A bug is an error which stops your code working as expected. There are two main types
of bug which can occur in a program:
● Syntax error
This happens when the rules of the language have been broken e.g. by mis-
spelling a command. Syntax errors usually stop the code from running.
Languages like Scratch provide code in ready-written blocks, so you won’t make
many syntax errors.
● Logic error
This means your code runs, but doesn’t do what you expect.
Unfortunately, it’s still possible to make logic errors in Scratch!
A third kind of error is also possible:
● Execution (or run-time) error
This means your program crashes (stops running) when it is run (executed).
This may be the result of performing an operation such as division by zero, for
example.
Finding and fixing these errors in a program is known as debugging.
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Starting from Scratch 2: Story Time
2.1 The program below shows the scripts for two sprites to tell a joke to each
other. Why would this program not work?
Girl Boy
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2.2 The program below shows the scripts for two sprites to tell a joke to each
other. Besides being a terrible joke, what is wrong with this program?
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Starting from Scratch 2: Story Time
2.3 The program below shows the scripts for two sprites to tell a joke to
each other. Why would this program not work properly?
Girl Boy
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2.4 Now make up a “buggy” question of your own and pass it to your neighbour.
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Starting from Scratch 2: Story Time
Event-driven programming
Some computer programs just run and continue on their own with no input from the
user e.g. your program to play a tune.
However, many programs react to events (things that happen), such as:
● the click of a mouse or press of a key;
● the tilt of a game controller;
● a swipe of a smartphone screen;
● a body movement detected by a motion-sensing controller such as a Kinect.
It is also possible to create your own events in Scratch using the broadcast command.
2.5 Look at the Scratch environment and write down some other events or conditions
that Scratch programs can react to.
Hint: the Control and Sensing blocks are a good place to start.
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Starting from Scratch 3: A Mazing Game
3: A Mazing Game
This lesson will cover
Game creation
Collision detection
Introduction
You are going to create a simple game where
the player guides an “explorer” character
around a maze using the arrow keys.
The game will end when the explorer rescues its friend in the middle.
Introduction
Watch screencast Maze to learn how to create the Maze game.
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Starting from Scratch 3: A Mazing Game
The table below shows an algorithm for moving the explorer and Scratch code that does
the same thing.
repeat forever
Algorithms let programmers concentrate on what the program has to do instead of how
to do it on the computer. Once the algorithm is worked out, writing the code is easy!
Notice how an algorithm is indented to show which parts belong inside other parts e.g.
repeat forever
→ if right arrow key is pressed ......... goes inside repeat forever
→ point right .................................... goes inside if right arrow key is pressed
→ move 5 steps ............................... goes inside if right arrow key is pressed
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Starting from Scratch 3: A Mazing Game
From this algorithm, see if you can create the code yourself. Remember to put it in the
friend sprite!
show sprite
repeat forever
hide sprite
Where would be the best place to store this, since it applies to the whole game?
How will you get the music to keep playing?
Should you play sound or play sound until done block to play the music?
Hint: set your enemy sprite to move only left & right.
The if on edge, bounce block is useful to bounce back and forth off the
edge of the stage.
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Starting from Scratch 3: A Mazing Game
3.1 A programmer creates a maze game like the one you’ve just created.
Unfortunately, her character doesn’t move as expected.
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Starting from Scratch 3: A Mazing Game
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Starting from Scratch 3: A Mazing Game
3.3 The code below controls a sprite going round a maze. If the sprite touches the
side of the maze (the colour blue), it returns to its starting position of -150, 150.
Unfortunately, the sprite sometimes touches the walls of the maze and returns to
the start when the player doesn’t expect.
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Starting from Scratch 3: A Mazing Game
3.4 In this example, the sprite is supposed to return to the centre of the maze when it
touches the sides (coloured blue); however, it only does this sometimes.
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Starting from Scratch 3: A Mazing Game
3.5 In this example, the sprite never returns to starting position, even if it touches the
walls of the maze (coloured blue).
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3.6 Now make up a buggy question of your own and pass it to your neighbour.
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Starting from Scratch 4: Get the Picture?
Introduction
In this lesson, you will write programs to create simple computer graphics using
Scratch’s Pen blocks.
Task 1: Shaping up
Watch screencast Graphics. This demonstrates how to use Scratch to create some
simple computer graphics (pictures).
Complete the table by writing the code to create a heptagon (7 sides) and triangle:
Now try out your programs. Either double-click on the stacks of blocks or – even better –
make your own block for each shape.
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Starting from Scratch 4: Get the Picture?
In every shape, we turned a full circle (360°). To work out how many degrees we need to
make at each turn, simply…
Divide the total number of degrees turned in the shape by the number of turns taken
Task 3: Circle
Create a circle. This is easier than you might think: simply
repeat 36 times
move 5 steps
turn 10 degrees
repeat 36 times
draw a square .......... put the code to draw a square here
turn 10 degrees
Nesting
In Task 4, we saw one repeat loop inside another – this is called a nested loop.
In this case, the program starts the outer repeat, then enters the inner repeat, which
carries on until it’s finished. The outer repeat then carries on and so on.
Add a wait 0.1 secs command in your code to see this happening more slowly.
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Starting from Scratch 4: Get the Picture?
Once you have done this, adapt your program for Task 4: Circular pattern that calls up a
square procedure for the repeating shape.
Hint: There are 36 circles, but the pen moves slightly – with the
pen up – before putting the pen down and drawing the next one.
The program also uses the change pen color by block to make it colourful.
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Starting from Scratch 4: Get the Picture?
Hint: make each circle using a procedure and think about the spacing between the
centre points.
Did you know…? The Olympic flag was flown for the first time at the 1920 Summer Olympics in Antwerp,
Belgium and has been flown at every Olympic Games ever since.
The five rings represent the five continents of America, Africa, Asia, Australasia, Europe.
The colours – blue, yellow, black, green and red on a white background – were chosen
because every nation had at least one of them on its national flag.
5
The Olympic rings symbol is reproduced by kind permission of the International Olympic
Committee. The Olympic rings are the exclusive property of the International Olympic Committee
(IOC). The Olympic rings are protected around the world in the name of the IOC by trademarks or
national legislations and cannot be used without the IOC’s prior written consent.
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Starting from Scratch 4: Get the Picture?
4.1 The program from the screencast is shown below. Suggest any way(s) in which it
could be made more efficient.
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Starting from Scratch 4: Get the Picture?
Number Script
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Starting from Scratch 4: Get the Picture?
Why? ________________________________________
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Why? ________________________________________
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4.4 Discuss the following “procedures” from real life. Write an “algorithm” for each
one!
a) Getting ready for school b) Making breakfast
Think: In each example, are there steps that could go in separate scripts and get
carried out at the same time?
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Starting from Scratch 4: Get the Picture?
4.5 In the Storytime activity you used the broadcast event to send a message
between a sprite and the stage.
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Now enter the code above and run it to see the mistake for yourself. Once you
have done this, create a procedure to draw the square and use it in the first
script instead of the broadcast square block.
What does this tell you about the way that the broadcast command works
compared to a procedure ?
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Starting from Scratch 4: Get the Picture?
4.6 Now make up a “buggy” question of your own and pass it to your neighbour.
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Starting from Scratch 4: Get the Picture?
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Starting from Scratch 5: Forest Archery Game
Introduction
Watch screencast ForestArchery to see how to create this game.
Try to code your program from the algorithms given overleaf, rather than looking at
the screencast again.
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Starting from Scratch 5: Forest Archery Game
If touching target
change score by 1
play Pop! sound
Say “Hit!” for 0.5 seconds
else
change score by -1
play sound
say “Miss!” for 0.5 seconds
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Starting from Scratch 5: Forest Archery Game
Task 4: Bullseye!
Using if and touching colour blocks, change the program so that when the target is
hit, it adds the following to the score:
White – 1 point
Black – 2 points
Blue – 3 points
Red – 4 points
Gold – 5 points (and says “Bullseye!”)
Did you know…? Humans are known to have practised archery for
at least 10,000 years. It was first used for hunting
(see cave painting opposite6), then in warfare.
In medieval England, it was compulsory for all men
to practise archery regularly, so they would be
skilled if required to go to war.
Nowadays, archery is a popular leisure activity
enjoyed by people all around the world.
6
© Instituto de Turismo de España (TURESPAÑA). Image of cave painting from Cova dels Cavalls
remains the exclusive property of Turespaña and cannot be used or reproduced without
Turespaña’s prior written consent.
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Starting from Scratch 5: Forest Archery Game
Variables
In this game, we introduced the idea of keeping a score using a variable block.
A variable is a space in a computer’s memory where we can hold information used by
our program – just like storing things in a box.
We should always give a variable a sensible name that tells us
what kind of information is stored in it – just like putting a label
on the box to tell us what’s inside.
To create a variable in Scratch, we make a variable block.
Once a variable is created, the information stored inside it can be
set or changed (that is, varied – hence the word “variable”).
To do this, add a variable called time and create a new script that does the following:
Before you write this script, think about where might be the best place to put it.
Hint: is it something that applies to a single sprite or the whole game?
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Starting from Scratch 5: Forest Archery Game
These should disappear (hide) when the explorer touches them and add to a score
variable. Be sure to place some of them away from the quickest route around the maze
to make it more challenging!
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Starting from Scratch 5: Forest Archery Game
5.1 Look at the script below to make a timer variable count down from 30 to 0.
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5.2 Now make up a buggy question of your own and pass it to your neighbour.
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Starting from Scratch Summary
Summary
What a computer is
Types of computer
Hardware
Software
Program design, including algorithms
Bugs
Programming structures/commands
You have also used the following programming features:
Reacting to events
Decision-making
o if…then
o if…then…else
Variables – for example
o scores
o timers
Loops
o fixed (repeat, forever)
o conditional (forever if)
Collision detection
o touching sprite
o touching colour
Scratch has many more commands, but you have now learned enough to go on to the
next stage.
Scratch features/…
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Starting from Scratch Summary
Scratch features
You have also learned about the following features of Scratch:
You now have all the skills you need to create some really amazing Scratch projects!
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Starting from Scratch Scratch Project
Scratch Project
Working in a pair or group, you are now going to create a Scratch project of your own!
You may have some ideas already, but programs are normally created in a series of
stages:
1. Analyse
2. Design
3. Implement
4. Test
5. Document
6. Evaluate
7. Maintain
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Starting from Scratch Scratch Project
Analyse
Working in pairs or small groups, brainstorm three ideas for your project.
1. __________________________________________________________________
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2. __________________________________________________________________
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3. __________________________________________________________________
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Once you have agreed on your project, describe what it will do below.
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Starting from Scratch Scratch Project
Design (Screen)
Make a storyboard of your project.
Your sketch should be labelled to show what is happening and what each sprite does.
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Starting from Scratch Scratch Project
Design (Code)
Design the steps for your code (algorithm):
Think about the steps each sprite or the stage will have to perform. Write them in
English.
Think about variables your project will use.
Sprite/Stage Algorithm
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Starting from Scratch Scratch Project
Sprite/Stage Algorithm
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Starting from Scratch Scratch Project
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Starting from Scratch Scratch Project
Implement
Now create your project!
Test
Test your project to make sure it works.
Let your classmates test it too and note their comments below:
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Describe bugs that were found (by you or by testers) and how you fixed them:
Bug: ___________________________________________________________________
Solution: ________________________________________________________________
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Bug: ___________________________________________________________________
Solution: ________________________________________________________________
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Starting from Scratch Scratch Project
Document
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Once you have written the description, enter it into your project’s Notes and Credits on
your project’s page on the Scratch website (- you will need to be logged into the Scratch
website and click to do so).
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Starting from Scratch Scratch Project
Evaluate
How did the project turn out compared to how you originally planned it?
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If you were to start again from the beginning, what would you do differently?
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Starting from Scratch Scratch Project
Maintain
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Congratulations
You have now completed this introduction to Computing Science in Scratch!
Remember that you can use Scratch at home, so there’s no need for this to be the end
of your time as a programmer.
http://scratch.mit.edu
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