What is Scratch?
Scratch is a free visual programming language developed by MIT's Lifelong Kindergarten group. Instead of typing code, learners drag and drop colourful blocks that snap together like puzzle pieces. It's the perfect entry point for children who have never programmed before.
Website: scratch.mit.edu
Scratch runs in any web browser — no installation needed. Learners can also download the offline editor for use without internet access.
Getting Started
Setting Up Scratch
- Online: Go to scratch.mit.edu and click "Create"
- Offline: Download the Scratch Desktop app from scratch.mit.edu/download
- Create an account (optional but recommended) so learners can save and share their projects
The Scratch Interface
When you open Scratch, you'll see:
- Stage (top-right) — where your project runs and the sprite moves
- Sprite list (bottom-right) — all the characters/objects in your project
- Block palette (left) — the coding blocks organised by category
- Scripts area (centre) — where you drag blocks to build your program
- Green flag / Red stop — to run and stop your program
Block Categories Explained
Scratch organises its blocks into colour-coded categories:
Motion (Blue)
Controls where the sprite moves on the stage.
move 10 steps— moves the sprite forwardturn 15 degrees— rotates the spritego to x: 0 y: 0— moves to a specific positionglide 1 secs to x: 0 y: 0— smooth movement
Try this: Make the cat walk across the screen using move and turn blocks.
Looks (Purple)
Controls how the sprite appears.
say "Hello!" for 2 seconds— speech bubblechange size by 10— grow or shrinkswitch costume to...— change appearancehide/show— visibility
Sound (Pink)
Plays sounds and music.
play sound Meow until donestart sound Popchange volume by -10
Events (Yellow)
Triggers that start your code running.
when green flag clicked— most common, starts the programwhen this sprite clicked— runs when you click the spritewhen space key pressed— keyboard input
Control (Orange)
Logic and loops — the real programming power.
wait 1 seconds— pauserepeat 10— do something 10 timesforever— loop forever (great for games)if...then— make decisionsif...then...else— make choices between two options
Sensing (Light Blue)
Detects things in the project world.
touching mouse pointer?— collision detectionask "What's your name?" and wait— user inputmouse x/mouse y— mouse position
Operators (Green)
Maths and logic calculations.
pick random 1 to 10— random numbers_ + _,_ - _,_ * _,_ / _— arithmetic_ > _,_ < _,_ = _— comparisons
Variables (Dark Orange)
Store information like scores, names, or counters.
set my variable to 0change my variable by 1- Use "Make a Variable" button to create new ones
3 Starter Project Ideas
Project 1: Animated Greeting Card (30 minutes)
Concepts: Events, Looks, Sound
- Choose a colourful backdrop (click the backdrop icon, choose from library)
- Add a sprite (e.g., a party hat or cake)
- When green flag clicked:
say "Happy Birthday!" for 3 secondsplay sound Birthday until donechange size by 50wait 1 secondchange size by -50
- Extension: Add more sprites that appear one at a time
Project 2: Chase Game (45 minutes)
Concepts: Motion, Control, Sensing, Variables
- Cat sprite (player): When green flag clicked →
forever→point towards mouse pointer→move 3 steps - Mouse sprite (target): When green flag clicked →
forever→go to random position→wait 2 seconds - Scoring: Create a variable called "Score". On the cat:
if touching Mouse then change Score by 1 - Extension: Add a timer that counts down from 30
Project 3: Interactive Story (60 minutes)
Concepts: Events, Looks, Control, Broadcast
- Create 3 backdrops (scenes of your story)
- Add 2 character sprites
- Scene 1: Character 1 says something → asks a question with
askblock - Use
if answer = "yes" thento branch the story broadcast "scene2"to switch to the next scene- Extension: Add sound effects and costume changes
How to Run a Pair-Programming Session
Pair programming means two learners share one computer. One is the "driver" (controls the mouse/keyboard) and the other is the "navigator" (gives directions and catches mistakes). They swap roles every 10–15 minutes.
Why It Works
- Builds teamwork and communication skills
- Learners explain their thinking out loud (deepens understanding)
- Less frustration — two minds solving problems together
- Quieter learners get drawn into conversation naturally
Session Structure (2 hours)
| Time | Activity | Notes | |------|----------|-------| | 0:00–0:15 | Warm-up | Review last session, quick quiz (hands up) | | 0:15–0:45 | New concept | Introduce 1 new block category with live demo | | 0:45–1:30 | Build time | Pairs work on a mini-project using the new concept | | 1:30–1:50 | Show & tell | 2–3 pairs present what they made | | 1:50–2:00 | Wrap-up | What did we learn? Preview of next session |
Tips for Facilitators
- Walk around constantly — don't sit at the front
- Ask questions instead of giving answers: "What do you think will happen if...?"
- Celebrate mistakes — they're where the real learning happens
- Keep the energy up — play music during build time, countdown timers for transitions
- Take photos (with permission) for parents and social media
Troubleshooting Common Issues
| Problem | Solution |
|---------|----------|
| "My sprite disappeared!" | It probably moved off-screen. Drag it back from the sprite list, or use go to x: 0 y: 0 |
| "Nothing happens when I click the flag" | Make sure your code starts with a yellow "Events" block like when green flag clicked |
| "The blocks won't connect" | Some blocks only connect in certain places. Check the shape — flat tops go under rounded bottoms |
| "My sprite spins forever" | You probably have a forever + turn loop. Add a wait block inside the loop |
| "I can't find the block I need" | Check each block category (colour tabs) on the left. Use the search box at the top of the blocks palette |
| "My code runs too fast" | Add wait 0.1 seconds blocks inside loops to slow things down |
CAPS Curriculum Alignment
This guide aligns with the CAPS Technology curriculum for the Intermediate Phase:
- Grade 4: Basic understanding of how information is processed (input → process → output)
- Grade 5: Simple programming concepts — sequences and repetition
- Grade 6: Decision-making in programs (if/then), variables, and debugging
Scratch projects can be assessed using the same rubric criteria as CAPS Technology projects: planning, creating, evaluating, and communicating.
Next Steps
Once learners are comfortable with Scratch, they can progress to:
- Scratch extensions — add video sensing, music, pen drawing, and LEGO integration
- Scratch community — share projects, remix others' work, join studios
- Python — text-based programming (try Trinket or Replit)
- Arduino — physical computing with real circuits (see our Arduino Worksheet Pack)
This resource is provided free by M²P INNOVATION Hub. Feel free to print, share, and adapt it for your classroom.