What happens if you give a computer clear steps, in order, and press run?
Today you start coding in Scratch. In a couple of minutes you will see where this course is heading: your first Scratch programs, planning and debugging, then a project of your own. Then you will build your first short program step by step at your device: predict what it might do, add the blocks, run it, and fix anything that does not work. You will also save your project where your teacher has told you to keep your work, and open it again to check it is really there.
Scratch is a coding website that we can use to create our own games, animations and projects.
Watch this short minute video to get a quick introduction to it.
Now let's take a look at the Scratch website!
Open the Scratch website by clicking on the link below. Once it opens up click on the Create link at the top of the page. This will open up the project editor. Once you've done that come back to this tab and move onto the next step.
Go to the Scratch website using the link below and click on the 'Create' link in the blue bar at the top.
By default, each new project starts with the cat sprite already added. To delete the cat click on the x in the blue circle beside the cat in the sprite list.
Every new Scratch project starts with a default sprite, which is a cat. For our project, we want to start with a blank slate, so we will remove this cat sprite.
To do this, look below the stage area where you see a small thumbnail of the cat sprite. In the corner of this thumbnail, there's a small 'x'. Click on this 'x' to remove the cat sprite from your project.
Don't worry about losing the cat sprite. If you ever want it back, you can always find it in the sprite library!
Scratch comes with a sprite library that's packed full of different characters.
Open up the sprite library and add the Bat sprite to your project.
You'll see that it gets added into the stage area and we can now give it some code!
To add a sprite from the sprite library follow these steps:
You can use search box or the filter links (Animals, People, Fantasy etc) to locate your sprite.
Now let's try making the sprite move. Add the following code blocks to the code area by dragging and dropping them. The colour of the blocks lets you know which "block category" to open.
when green flag clicked
move (10) steps
turn cw (15) degrees
You may have noticed the numbers inside the blocks you added. The blocks use these numbers to decide how much to move or to turn.
Change the numbers like below:
when green flag clicked
move (50) steps // change this to 50
turn cw (25) degrees // change this to 25
A loop is something that makes a set of instructions "loop" or repeat a number of times.
We're going to add a loop to our code by doing the following:
when green flag clicked
forever
move (50) steps
turn cw (25) degrees
end
As well as a sprite library, Scratch also has a backdrop library.
Backdrops are images that appear in the background of your stage area. They're great for setting the scene and making your game or animation look better!
Add a backdrop to your project by choosing one from the backdrop library.
To add a backdrop from the backdrop library follow these steps:
You can use search box or the filter links (Fantasy, Music, Sports etc) to locate your backdrop.
Congratulations! You've successfully created your first Scratch coding project! Now, it's time to explore more.
Scratch has a wide variety of code blocks that you can use to make your sprite do different things. Try to experiment with different blocks from the 'Motion', 'Looks', 'Sound', 'Events', 'Control', 'Sensing', 'Operators', 'Variables', and 'My Blocks' categories. See what each block does and how it changes the behavior of your sprite.
Don't be afraid to make mistakes. Coding is all about trying, failing, and learning. The more you experiment, the more you learn. So go ahead, explore and have fun with Scratch!
Together: what worked first time, what broke, and how did you fix it? If you made a prediction before you ran the code, how close was it to what the sprite actually did?
Think about and discuss:


Today you:
Before you finish, save your project where your teacher has told you to keep your work. Then close it and open it again, so you know for certain it is really there next lesson.
Every lesson in the course is ready to teach like this one. See what else comes with it, and how to order it.