Core production
Scratch project, block explanation, bug example, user test and remix/licence note
Turning events, sequence, loops, conditions, variables, clones and messages into an interactive story or game with readable blocks.
Turning events, sequence, loops, conditions, variables, clones and messages into an interactive story or game with readable blocks.
Completion evidence: Scratch project, block explanation, bug example, user test and remix/licence note.
Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable.
Scratch project, block explanation, bug example, user test and remix/licence note
Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable.
Record power, wiring, data or user limits on hardware, and model limitations in simulation.
The order is recommended. Before a project page, complete evidence from foundation, practice and debugging lessons.
Model jumping and collision in Scratch using speed and gravity variables.
Open lesson →Create and update variables for scores and counters, with a short intro to lists.
Open lesson →Automate work in Scratch with forever, repeat and repeat-until loops. An in-depth guide to Loops in Scratch with practical examples, safety notes and explained review activities.
Open lesson →Bring sprites to life with costumes, speech, sound and event blocks. An in-depth guide to Looks, Sound and Events with practical examples, safety notes and explained review activities.
Open lesson →Learn to move, turn and bounce a sprite using the x/y coordinate system.
Open lesson →Find and fix bugs in Scratch projects by tracing blocks and watching variables.
Open lesson →Use clones to multiply a sprite into items like bullets, enemies or stars.
Open lesson →Make sprites decide based on their surroundings with if/else and sensing blocks.
Open lesson →Coordinate sprites by broadcasting messages and manage backdrops and scene changes.
Open lesson →Learn to add score, lives and level transitions that make a game harder step by step.
Open lesson →Design a simple basketball shooting game with shot power, gravity and score.
Open lesson →Combine motion, conditions and collision to build a playable maze game.
Open lesson →Apply the sense–decide–move loop in a Scratch robot mission simulation.
Open lesson →Get to know the Scratch interface and build your first project using the stage, sprites and blocks.
Open lesson →| Check | Question | Evidence to keep |
|---|---|---|
| Input | Which value, event or user request enters the system? | Sample inputs and edge cases |
| Process | Which rule, algorithm or physical relationship is applied? | Code, calculation, diagram or state table |
| Output | What should be observed in correct and incorrect states? | Expected–actual comparison |
| Safety | Under which condition should the system stop or request help? | Safe-stop and recovery behaviour |
Turning events, sequence, loops, conditions, variables, clones and messages into an interactive story or game with readable blocks. A correct example alone is therefore insufficient. Completion evidence should be scratch project, block explanation, bug example, user test and remix/licence note, tested with normal, boundary and invalid inputs.
In the first cycle, pair foundation and application among Simple Physics: Speed, Gravity and Collision, Variables and Lists, Looks, Sound and Events, Motion and the Coordinate System, Debugging and Testing. Predict the result, run or measure it, then explain any difference. Even when prediction and reality match, state which changed condition would break the result.
In the second cycle, complete this laboratory: Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable. Do not close with one successful screenshot. Keep the input table, expected behaviour, actual behaviour, error or measurement and the correction in one file.
In the final cycle, connect Project: Maze Game, Project: Robot Mission Simulation, Score and Levels in Game Design, The Scratch Interface and Your First Project, Loops in Scratch. Let one lesson's output become another lesson's input; show where safe stopping is needed when data type, unit, wiring, timing or user expectation changes.
Repeat the same task one month later with less source support. Compare not only speed or appearance but test coverage, explainability, safety and whether another person can rebuild the work.
Use the foundation produced in Simple Physics: Speed, Gravity and Collision as an input to Broadcasting Messages and Managing the Stage. Then show in Loops in Scratch how the same idea changes under the limits of a larger system. This bridge carries the goal of turning events, sequence, loops, conditions, variables, clones and messages into an interactive story or game with readable blocks. beyond one isolated example.
Add three columns to the scratch project, block explanation, bug example, user test and remix/licence note file: knowledge carried from the previous lesson, condition changed in the new lesson and result observed in testing. Sharing a word does not establish a connection; one lesson’s output should genuinely become the next process’s input.
Test the connection through this laboratory: Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable. After the first attempt, add an edge condition such as empty data, wrong type, disconnected input, extreme value or user error. Record whether the system remains understandable and safe beyond the normal example.
Scratch project, block explanation, bug example, user test and remix/licence note
No. A simulator tests logic; physical power, wiring and sensor conditions require separate tests.
Condition, expected result, actual result and change made.
After completing foundation concepts and at least one practice artefact.
Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable.
Primary source for current technical behaviour and limits.
Open source →Primary source for current technical behaviour and limits.
Open source →