LP Scratch3
LP Scratch3
LP Scratch3
SCRATCH PROJECTS:
A COMPREHENSIVE
COURSE
LESSON PLANS
learnscratch.org
: Scratch 3 Page 2
Lesson Layout
Scratch 3 - 2
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List of Lessons
TABLE OF CONTENTS
Unit 1
Lesson 1: The Joke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Lesson 2: Going to a Party . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Lesson 3: Cheetah Animation . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Lesson 4: Story Teller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Lesson 5: Taking Picture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Unit 2
Lesson 6: Etch-Sketch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lesson 7: Drawing Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Lesson 8: Colorful Ball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Lesson 9: Lego Kit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Lesson 10: Typewriter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Unit 3
Lesson 11: Pac Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Lesson 12: Pong . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Lesson 13: Bee in a Maze. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Lesson 14: Simple Maze. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Unit 4
Lesson 15: Kaleidoscope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Lesson 16: Fortune Teller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Lesson 17: Hand Drawing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Lesson 18: A Thousand Arrows . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Lesson 19: Linear Patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Unit 5
Lesson 20: Math Calculator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Lesson 21: Sierpinski Fractal . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Lesson 22: Graphing Equations . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Lesson 23: Random Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Unit 6
Lesson 24: Music Boxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Lesson 25: Simple Piano . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Lesson 26: Rock Band . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Lesson 27: Sound Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Lesson 28: Music Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Lesson 29: Merry Christmas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Unit 7
Lesson 30: Spinner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Lesson 31: Gravity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Lesson 32: Web Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
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Class Management
TIME SCHEDULE
This course has been designed so that each lesson will occupy
one meeting session with the students.
Once the tutorial has been reviewed, the activity of the student
will concentrate on mastering the new concepts presented.
Practicing with Scratch and exploring all the possibilities of the
new concepts learned is essential for a robust learning process.
The exercises proposed in the Extensions section are designed
to reinforce the learn-by-doing approach.
SCRATCH ACTIVITIES
After studying the tutorials the students will replicate on their
own Scratch environment the activities presented during the
lesson.
The students are encouraged to explore, beginning with the en-
vironment presented in the tutorials, all the possibilities open
by the newly learned concepts.
EXTENSIONS
The exercises presented in the Extensions section provide sug-
gestions to develop and reinforce the knowledge and tech-
niques learned in the tutorials.
They also provide a schedule support by allocation a variety of
work assignments for each lesson.
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Class Management
ADDITIONAL COURSES
New courses using Scratch are being developed to be incorpo-
rated into the K-12 curriculum. Information on these courses
will be available at learnscratch.org.
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LESSON
1
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The Joke
INTRODUCTION - REVIEW
This project includes a dialog between two friends and a final
sound effect. It uses a sequence of wait blocks to synchronize
the communication between them. It is a good example for an
initial story telling project.
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PRACTICE
Study the scripts of the project and recreate the program.
Reproduce the actions in the tutorial.
Experiment with different dialogs, different timing, and different
sound effects.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional protagonist in the story: three,
four, etc.
2. Experiment with the control of who speaks at which time.
3. Experiment with sequential and simultaneous dialog.
4. Experiment with different sound effects and multiple sound
effects.
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LESSON
2
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Going to a Party
INTRODUCTION - REVIEW
This project includes a dialog between the two protagonists.
During the story there are changes of scenery and costumes
and a final section for the project credits. It uses broadcasting
signals to synchronize the dialog and the changes of scenery
and costumes.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different dialogs, different
timing, and different backgrounds and costumes.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional protagonist in the story: three,
four, etc.
2. Experiment with additional scene changes.
3. Experiment with additional costume changes for the actors.
4. Experiment by adding sound effects.
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LESSON
3
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Cheetah Animation
INTRODUCTION - REVIEW
This project includes animation effects through continuous
change of consecutive costumes. It allows step by step study of
motion. It is a good project to start using frame by frame cos-
tumes of sprites.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different timing for the
animation and different number of sprites. Create your own ani-
mated sprites.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional animated sprites: three, four, etc.
2. Experiment creating your own multi-costume animated
sprites.
3. Experiment synchronizing multiple animated sprites.
4. Experiment by adding sound effects to the animations.
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LESSON
4
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Story Teller
INTRODUCTION - REVIEW
This project uses random selection of predefined set of phrases
to automatically create stories. It illustrates the use of location
on the Stage, random number generation, and the synchronized
action of multiple sprites.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with new sets of text, new cos-
tumes for the stories and new backgrounds.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment adding more lines to the text.
2. Experiment adding color to each line.
3. Experiment adding sound effects with each new story.
4. Experiment with background changes.
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LESSON
5
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Taking Picture
INTRODUCTION - REVIEW
This project is a good example of interactivity. The user has the
ability to create random audio stories. It includes a sprite with
audio for each individual represented in the painting. By clicking
the sprites the user controls de dialog in the group. It is a good
example of graphic and audio design.
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PRACTICE
Study the scripts and recreate the program. Experiment chang-
ing the sounds and adding musical or instrumental elements to
the picture.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with a new picture.
2. Experiment adding musical effects to parts of the picture.
3. Experiment with two or more sounds at the same time.
4. Experiment adding text references to the picture.
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LESSON
6
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Etch-Sketch
INTRODUCTION - REVIEW
This project simulates the operation of an etch-sketch toy, al-
lowing the user to draw by using the key arrows and special
keys to select colors and the width of the marks. It is a good
example for an initial drawing project.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different sizes for the
drawings and width for the pen.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with size of the steps and the width of the pen.
2. Experiment with adding sounds to each color marking.
3. Experiment with new colors and shades.
4. Experiment with two simultaneous pens.
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LESSON
7
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Drawing Plane
INTRODUCTION - REVIEW
This project allows the use of the arrow keys and other keys to
control the forward direction, turning and color of the pen. It
creates an environment where different types of drawings can
be obtained by selective and combined use of the controls. It
illustrates the use of simultaneous controls in computer draw-
ing.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different controls for the
airplane: size of the pen, color change, speed of drawing.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with different settings for the airplane controls.
2. Experiment adding a second drawing airplanes.
3. Experiment with changes in the colors of the background.
4. Experiment by adding sound effects to the flight of the air-
plane.
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LESSON
8
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Colorful Ball
INTRODUCTION - REVIEW
This project combines the simple use of arrow keys to move the
sprite and the effect of changing colors to obtain colorful de-
signs. It allows for easy modification and expansion of its fea-
tures.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different directions of
drawing, different color changes and different speeds of draw-
ing.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional directions of the drawing path.
2. Experiment with changes of the color of the background.
3. Experiment with two simultaneous drawing balls.
4. Experiment by adding sound effects to the drawing ball.
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LESSON
9
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Lego Kit
INTRODUCTION - REVIEW
This project simulates a lego construction kit, allowing the crea-
tion of sophisticated designs with a relatively simple program.
The richness of the possible designs is in part due to the large
number of existing building blocks, their sizes and colors. It
uses a very resourceful method to move the blocks throughout
the grid and in the vertical space. It allows for easy expansion
and addition of new features.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different sizes, colors and
forms for the building blocks.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional orientations for the bricks.
2. Experiment with different shapes for the bricks.
3. Experiment with additional building elements (windows,
doors...)
4. Experiment by adding sounds with each building block.
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LESSON
10
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Typewriter
INTRODUCTION - REVIEW
This project simulates the operation of a typewriter by printing
on the screen the characters typed on the keyboard. It includes
a simple but long program which illustrates how to use a large
number of inputs to control a project. It allows for easy expan-
sion and it is a good example of how a project can include very
long, and at the same time simple, scripts.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment creating a simple typewriter
with only a few keys.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional font colors.
2. Experiment with additional font sizes.
3. Experiment changing the color and theme of the paper
(background.)
4. Experiment by adding sound effects as you type.
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LESSON
11
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Pac Man
INTRODUCTION - REVIEW
This project implements a version of the traditional pac-man
game. It provides a simple method to navigate through the
maze without trespassing its limits. It is a good example for an
initial game project. It allows for easy expansion and the addi-
tion of new features
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with the speed of the Pac Man,
and the controls of its movement (substitute arrows by a set of
four keys.)
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment adding a second Pac Man (with different sets of
controls.)
2. Experiment with additional mazes (backgrounds.)
3. Experiment by adding a score counter for the targets ob-
tained.
4. Experiment by adding sound effects according to the motion
of the Pac Man.
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LESSON
12
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Pong
INTRODUCTION - REVIEW
This project implements a version of the traditional pong game.
It includes two moving parts: the ball, which bounces on the
edges of the Stage, and the paddle, which is controlled by the
player. It includes sound effects, and it is a good example of an
initial interactive game project.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with the speed of the ball and
the width of the paddle.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with an additional ball.
2. Experiment by adding a score counter for the number of con-
tacts.
3. Experiment with adding a second paddle controlled by the
key arrows (a second player.)
4. Experiment by assigning different score values to each ball
hit.
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LESSON
13
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Bee in a Maze
INTRODUCTION - REVIEW
This project implements a maze game where the objective is to
arrive to the destination without exiting the allowed -color
coded- path. It uses color overlap to control the rules of the
game. The operation of the sprite is simple, and illustrates a
typical implementation of maze games.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different sizes for the
movement of the bee. Experiment by changing the control ar-
rows to a set of arrows in the keyboard.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional maze layouts.
2. Experiment adding a second bee (second player, with differ-
ent controls.)
3. Experiment by adding a timer to measure the time to finish.
4. Experiment by adding sound effects.
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LESSON
14
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Simple Maze
INTRODUCTION - REVIEW
This project implements a maze game where the objective is to
arrive to the final destination in the shortest time possible. It
implements the effect of bouncing on the walls, and it includes
a simple control of the motion of the sprite. It uses creative text
and sound effects.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different layouts for the
maze.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment by adding a second player (use a set of four keys
to control it.)
2. Experiment with adding a score of the times the walls are
hit.
3. Experiment with controlling the speed of the sprite.
4. Experiment by modifying and adding sound effects.
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LESSON
15
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Kaleidoscope
INTRODUCTION - REVIEW
This project illustrates the use of simultaneous actions to create
colorful designs with simple controls. It allows for easy modifi-
cation of its parameters. The drawings are obtained with the
stamp effect, and therefore multiple sprite costumes efficiently
add to the final aspect of the drawings.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different four sprites and
changing colors.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional sprites: four, five, six...
2. Experiment with sound effects as the sprites move and turn.
3. Experiment with a second drawing set (a second player, us-
ing a separate set of controls.)
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LESSON
16
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Fortune Teller
INTRODUCTION - REVIEW
This project combines graphic effects and a set of multiple cos-
tumes, selected randomly, to create an enjoyable experience. It
illustrates the ability to apply a sequence of graphic effects with
opposite parameters to return to the original image.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment by adding new messages.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with different sets of messages.
2. Experiment with different image effects
3. Experiment by adding sound effects as the messages appear
and disappear.
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LESSON
17
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Hand Drawing
INTRODUCTION - REVIEW
This project is an example on the use of multiple costumes to
illustrate a sequence of events in the process of accomplishing a
complex task, in this case a hand drawing. It is a good example
on how to illustrate a sequence of steps.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with your own drawings.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with your own drawings
2. Experiment with downloaded drawings.
3. Experiment adding graphic effects.
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LESSON
18
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A Thousand Arrows
INTRODUCTION - REVIEW
This project illustrates the combined use of multiple copies of
the same sprite to produce a complex result. In this case it uses
a sprite with an arrow shape and a simple script, which in com-
bination with many copies of itself produces remarkable results.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with a small group of arrows or
sprites (4, 5 or 6.)
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with different shapes of sprites.
2. Experiment with additional background changes.
3. Experiment by adding sound effects when the arrows turn.
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LESSON
19
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Linear Patterns
INTRODUCTION - REVIEW
This project illustrates the use of variables and external input
from the user to control the size and shape of the final design.
It is a good example on how to control a program by selecting
the values of its variables.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment different settings for steps, de-
grees and increment.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment by slowing down the drawing process.
2. Experiment with color and sizes of the pen.
3. Experiment by adding sound effects as the pen draws and
turns.
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LESSON
20
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Math Calculator
INTRODUCTION - REVIEW
This project illustrates an interactive application where random
addition problems are created. The user enters the expected so-
lution and later is able to check its accuracy. It illustrates how
to create multiple problems randomly, how to get input from
the user, how to display this input on the screen and how to
check the correctness of the input. It can be expanded to imple-
ment other operations and extend the range of final results.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment by adding a third number to be
added.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with the addition and subtraction.
2. Experiment with one digit multiplication.
3. Experiment by adding sound effects according to the re-
sponses.
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LESSON
21
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Sierpinski Fractal
INTRODUCTION - REVIEW
This project illustrates the graphical representation of a fractal
algorithm. It creates an attractive design by repeatedly adding
points to the drawing. The consecutive points seem unrelated at
first. As the program continues execution the fractal design be-
comes apparent. It includes three controls for the operation of
the program and an additional control to position the sprites in
the corners of the design.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with the location of the three
targets.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with color, shade and size of the pen.
2. Experiment with the speed of the drawing.
3. Experiment by adding sound effects as the spider moves and
turns.
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LESSON
22
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Graphing Equations
INTRODUCTION - REVIEW
This project illustrates the graphical representation of mathe-
matical equations, in this case linear equations. It allows the
user to enter the two parameters of the equation, and changes
colors as a new curve is plotted. It allows easy expansion to
represent more complex curves - parabolas, hyperbolas, ellip-
ses, other polynomials, etc.
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PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with angles and zero crossing
for the lines.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment drawing parallel lines at the same time.
2. Experiment with the speed, color and size of the drawings.
3. Experiment by adding sound effects when elements of the
grid are crossed.
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LESSON
23
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Random Test
INTRODUCTION - REVIEW
This project implements a simulation of the random process of
tossing a coin. It keeps records of the number of flips and their
outcomes: tails and heads. It is a good project to experience
the nature of random numbers.
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PRACTICE
Study the scripts and reproduce the actions in the tutorial. Ex-
periment with different values for the random numbers gener-
ated.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with objects with 3, 4 or more outcomes (e.g. 6
sided dice).
2. Experiment with graphic effects for each possible outcome.
3. Experiment by adding sound effects for each possible out-
come.
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LESSON
24
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Music Boxes
INTRODUCTION - REVIEW
This project illustrates the combined effect of sounds and
graphics by drawing boxes and ringing bells as the user clicks
the mouse pointer on the screen. The color and the shade of
the boxes and the pitch of the sounds are a function of the loca-
tion of the click. It is a good example of a combination of ex-
pected and random effects.
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PRACTICE
Study the scripts and reproduce the actions in the tutorial. Ex-
periment with different sounds and shade changes.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with changing rectangles by other shapes.
2. Experiment with simultaneous sounds for each shape.
3. Experiment with changing the sounds according to the col-
ors.
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LESSON
25
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Simple Piano
INTRODUCTION - REVIEW
This project implements a piano keyboard that the user can
control with the mouse or with the keys of the computer. It
simulates the operation of and electronic piano. It also includes
pre-programmed melodies that can be automatically be played
by the piano. It is a good example of a musical project.
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PRACTICE
Study the scripts and reproduce the actions in the tutorial. Ex-
periment changing the sounds of the keys and playing the keys.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment writing additional melodies.
2. Experiment modifying the instrument's sounds.
3. Experiment playing the keys while there piano plays a back-
ground melody.
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LESSON
26
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Rock Band
INTRODUCTION - REVIEW
This project presents a rock band performing one of their
songs. It includes graphic motion of the sprites by changing
their costumes. It is a good starting project combining image
and sound coordination.
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PRACTICE
Study the scripts and reproduce the actions in the tutorial. Ex-
periment redrawing the costumes of one of the sprites.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional melodies.
2. Experiment with additional members of the band.
3. Experiment with new members of the audience.
4. Experiment by adding sound effects.
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LESSON
27
Scratch 3 Page 58
Sound Maker
INTRODUCTION - REVIEW
This project illustrates the use of variables to control musical
instruments. The user controls with the mouse the choice of in-
strument, the note played, and the speed or length of the
notes. It uses long variable names to allow good control of the
sliders.
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Page 59
PRACTICE
Study the scripts and reproduce the actions in the tutorial. Ex-
periment with different preset notes.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with multiple present notes.
2. Experiment with present sprites that play a short melody.
3. Experiment by adding graphic effects (add a color changing
sprite.)
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LESSON
28
Scratch 3 Page 60
Music Travel
INTRODUCTION - REVIEW
This project presents the action of land and air travel accompa-
nied by music. It uses the combined effect of several sprites. It
is a good example of the use of motion and change of size to
simulate movement, and a good integration of music.
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Page 61
PRACTICE
Study the scripts and reproduce the actions in the tutorial. Ex-
periment with different melodies and speed of the animation.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with additional flying objects.
2. Experiment with animated objects (trees, road, cars, etc.)
3. Experiment with additional background changes (day, night,
etc.)
4. Experiment by adding sound effects (as the trees pop-up
from the horizon, etc.)
Scratch 3 - 61
LESSON
29
Scratch 3 Page 62
Merry Christmas
INTRODUCTION - REVIEW
This project illustrates the use of broadcasting signals to control
sprites as they play their instruments. The sprites are pre-
programmed to play several types of notes. They actually play
them, in a synchronized form, when the director, in this case
the script of the background, sends the corresponding signals.
Scratch 3 - 62
Page 63
PRACTICE
Study the scripts and reproduce the actions in the tutorial. Ex-
periment by selecting different sequences of players.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment by adding new players to the band.
2. Experiment with new sounds for all players.
3. Experiment by adding image effects when a player plays.
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LESSON
30
Scratch 3 Page 64
Spinner
INTRODUCTION - REVIEW
This project uses a very short and simple script to implement a
spinning wheel. The operation of the turning sprite is controlled
by a random number generator. It allows for easy modification
of its parameters. A change in the background can add meaning
to the final position of the turning arrow.
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Page 65
PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with two arrows turning in different directions.
2. Experiment with different backgrounds.
3. Experiment by adding sound effects as the arrow turns and
stops.
Scratch 3 - 65
LESSON
31
Scratch 3 Page 66
Gravity
INTRODUCTION - REVIEW
This project illustrates the interaction of multiple sprites simu-
lating the effect of gravity in falling bodies. The interaction be-
tween the sprites is controlled by overlapping colors. In addi-
tion, the audio signal from the microphone randomly affects the
position of the sprites.
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Page 67
PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment with different falling speed for
the blocks.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment with different types of blocks (size, color, rules
for stopping.)
2. Experiment with blocks moving up and down, and bouncing
off the walls.
3. Experiment by adding sound effects as the blocks move, fall,
collide, etc.
Scratch 3 - 67
LESSON
32
Scratch 3 Page 68
Web Design
INTRODUCTION - REVIEW
This project illustrates in great detail the process of a web con-
struction with the combined and synchronized motion of two
sprites. It uses broadcast signals to activate the different parts
of the process. It is a good example of the use of broadcasting
and modular scripts to illustrate long and complex processes.
Scratch 3 - 68
Page 69
PRACTICE
Study the scripts and recreate the program. Reproduce the ac-
tions in the tutorial. Experiment executing the individual seg-
ments of the program.
CLOSING - ASSIGNMENTS
Review the main topics introduced in this lesson and discuss the
assignments proposed in the Extensions section.
EXTENSIONS
1. Experiment adding new segments with new broadcast sig-
nals.
2. Experiment adding a second spider with similar scripts.
3. Experiment by adding sound effects as the spider does the
work.
Scratch 3 - 69
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