
Explore Scratch 3.0's redesigned interface, new block order and colors, and the updated paint and sound editors, plus extensions and mobile play capabilities for starting a new project.
Download the snake game from the resources, extract the zip, load these files into Scratch 3.0, and replace the current project contents to build the complete game.
Explore Scratch 3.0 with the nine command categories motion, looks, sounds, events, control, sensing, operators, variables, and blocks, using the default cat sprite, costumes, backdrops, size, and custom blocks.
Explore sequential programming in Scratch 3.0 by chaining events, looks, sensing and join blocks to ask for a name, capture the response, and say messages in sequence.
Demonstrate looping with Scratch 3.0 by using when flag clicked and repeat blocks to adjust the ghost effect by five, duplicate, wait briefly, and repeat for twenty cycles.
Build a scratch 3.0 helicopter game using when flag clicked, forever loops, color sensing, and arrow controls to reach the blue building while avoiding clouds.
Create a Frozen-themed quiz game in Scratch featuring Elsa, where players answer questions about the movie to earn points, ranging from easy to difficult for fans.
Create interactive Elsa dialogue and movement in Scratch by sequencing costumes, using when flag clicked, repeats, wait times, and broadcasts to drive animation, dialogue, and player prompts.
Create an Elsa quiz in Scratch 3.0 by duplicating question blocks, adding multiple-choice options, using sensing and operators for answers, and tracking score with a variable.
Finalize your scratch game by implementing layered if statements and score based feedback, adding sound, and refining dialogue to guide players through multiple outcomes.
start building a simple space invaders game in scratch, shoot invaders for points, and progressively add more invaders and points to expand the experience.
In Scratch programming bootcamp, learn to move a ship with left and right arrows, initialize the game on flag click, and manage score and speed via broadcasts.
Hide the gunfire at start, show it on space key press, then repeat until it hits an invader, updating score and speed as it moves.
Rename the invader, place at random x (-240 to 240) and y 160, move with speed in a repeat-until that bounces, then broadcast game over and switch to game-over backdrop.
Finalize the game by aligning gunfire with the ship's x position using the x variable, and adjust left and right arrow controls as the score climbs toward game over.
Build a snake game in Scratch 3.0 by using arrow keys to control a constantly moving snake, eat apples to grow longer, and avoid hitting itself or the screen edges.
Code the head of the snake in Scratch 3.0 by initializing score, setting a start position, and using a forever loop with arrow keys to move.
Code the snake body in Scratch 3.0 so the body follows the head and clones to grow, uses two costumes, and score-based wait times to scale difficulty.
Code the apple in Scratch 3.0 for a snake game by setting apple size, using a forever loop and touch detection to increase the score and reposition the apple randomly.
Implement a single game over routine in Scratch 3.0 for the snake game by broadcasting game over when the snake hits itself or a wall, with color and boundary checks.
Build a simplified Pac-Man game in Scratch 3.0 as part of the Scratch programming bootcamp, guiding Pac-Man through a maze to eat all dots while avoiding ghosts to win.
Learn to build a pac-man style game in scratch 3.0, with 69 dots, lives, and a score; use costumes, coordinates, and a game loop to eat dots and avoid ghosts.
Develop and synchronize dot sprites in Scratch by coding broadcast messages when eaten, hiding dots, and increasing the score with replicated scripts across all dots.
Code a ghost in Scratch using events, motion, control, and operators to move, rotate, and repeat until the score equals 69, following a map-based movement pattern.
Create and finalize Pac-Man in Scratch by coding win and game over messages, managing lives and score, and adjusting ghost behaviors for a playable dots game.
Create a scary shark game in Scratch 3.0 with a mouse-controlled shark, moving fish, score increases when eaten, life loss, and broadcasted events for game flow.
Add a toxic face sprite, reuse code, and modify shark behavior; manage lives and score, trigger game over with broadcasts, and finish the scary shark game in Scratch 3.0.
Build a 2D racing game in Scratch 3.0 using if statements and keyboard controls, guiding a car to race along a road, avoiding a red color, and resetting on collision.
Build a cross-the-road game in Scratch 3.0 by coding five vehicles and a crab, using loops, random waits, and conditional lives to teach core game logic.
Learn to build a crab crossing road game in scratch 3.0 part 2, using events, loops, and conditional logic to increase level and car speed as the crab crosses.
Create playable Scratch 3.0 games while learning how programs respond to events, make decisions and keep track of information. This course uses 14 game projects to turn visual programming concepts into behaviour you can see, test and improve.
Follow projects including a helicopter game, Snake, a racing game, a space-invader game and a block breaker. Begin with the Scratch environment and simple sequences, then combine sprite movement, loops, conditions, messages, scores and game-over rules. Later sections introduce general programming and object-oriented concepts beyond the game projects.
What you can build and explain
A sprite that responds to input and follows a movement rule.
Events and messages that coordinate several parts of a game.
Scoring and timing behaviour that changes with the player's actions.
A clear start, end and restart state for a completed project.
The final reading workshops help you go beyond reproducing a demonstration. Coordinate a scene change, test scores and restart behaviour, then change one rule and run a simple playtest to examine fairness. Record what you expected and what the player experienced before deciding whether the change should remain.
Choose this course if you are an adult beginner, parent, educator or coding enthusiast who learns well by making small games. Prior text-based programming experience is not required for the Scratch projects; basic computer skills and access to the Scratch editor will help you follow along.
Work at your own pace, save copies before experimenting and give yourself time to change the examples. The value is in understanding why a script behaves as it does and using that understanding to make a game your own.
A creative route into programming
Scratch makes code visible as blocks, but the important learning lies in the behaviour those blocks produce. This course uses a collection of arcade-style projects to give sequence, events, conditions, loops and variables a purpose. You can see a player move, a score change and a game reach an ending state. That creates an immediate reason to ask why the program behaved as it did. The game-building path is suitable for an adult beginner who wants a creative introduction before concentrating on text-based syntax.
Getting comfortable with the workspace
The opening lessons introduce the Scratch 3.0 environment, blocks and project resources. Learn how to save your own version and return to a working example before making changes. A saved copy lets you compare behaviour rather than guessing what an edit affected. The sequence and loop introductions then provide a first connection between instructions and visible movement. Take time to predict an effect before running the script. That simple habit turns a demonstration into an experiment you can explain.
Different games, different programming questions
The helicopter, space-invader, Snake, racing and block-breaker projects offer distinct settings for common ideas. Movement, repeated action, collision and scoring can appear in more than one game while serving different rules. Compare the rule rather than assuming that the same-looking blocks always have the same purpose. A player that moves continuously raises a different question from an object that should react once to an event. These differences give the project collection more learning value than simply changing costumes around the same unexplained script.
Coordinating sprites and events
A Scratch project can contain several scripts responding to events. Their relationship matters when a game begins, changes scene or ends. The message-reading article encourages you to map the sender, the receiving sprites and the work that must finish before the next action. Broadcasting and waiting answer different sequencing needs. The useful task is to explain the dependency, not automatically choose the option that sounds more controlled. A clear message map can make a confusing transition easier to understand and review.
Scores, timers and remembered information
Variables give the game memory. A score, timer or condition affecting play needs a starting value and rules for change. Ask which script owns each update and what should happen on restart. A game can work on its first run and still carry information into the next attempt unintentionally. The score-and-restart workshop makes those questions concrete. You can write a short expected sequence and compare it with play, which is more informative than deciding the game is finished because one attempt looked correct.
Using mathematical ideas in a project
The curriculum includes geometry and algebra-related games alongside arcade examples. These offer opportunities to see how a mathematical relationship can drive interaction. Identify which quantity the program represents and how the player encounters it. A clear explanation matters more than adding a formula without understanding its role. Educators and parents can use the examples as material to adapt, but the course does not automatically provide a complete lesson plan for every age or curriculum. The project needs to be matched with the learner and the intended goal.
Making a challenge fairer
The additional fair-challenge workshop asks you to change one rule and observe a playtest. This is a small but useful introduction to design iteration. A game may be difficult because the challenge is demanding or because the player cannot understand what is expected. State which issue you want to investigate, make one change and compare the result. Avoid treating an easier game as automatically better. The important outcome is an explanation of the trade-off and evidence from a short, deliberate test.
Testing as part of making
Playtesting can do more than reveal whether a project runs. Check the start state, a scoring event, a failure condition and a restart. If a result is unexpected, describe the rule you intended and the event sequence you observed. This gives you a focused debugging question. The supplied completed games can support comparison, but copying a finished script is not the same as understanding it. Reproduce a small part, change one assumption and explain the difference before adding more features.
The bridge toward further programming
Later general-programming and OOP sections introduce variables, arrays, functions, files and object-oriented vocabulary beyond Scratch. They provide a possible bridge into subsequent text-based study, rather than requiring you to master another language before completing the games. Choose this course for a substantial visual-programming path and projects you can investigate creatively. It does not promise professional game-development expertise or a commercial release. A useful result is a set of games whose rules you can explain, tests you can repeat and a clearer foundation for deciding what kind of programming to learn next.
Curriculum at a glance
Scratch 3.0 Overview
Learning to Code with Scratch 3.0
Developing Helicopter Game in Scratch 3.0
Creating a Game with Elsa from Frozen
Developing the "Super Space Invaders" Game in Scratch 3.0
Building the Snake game in Scratch 3.0
Creating a Pac-Man-style game in Scratch 3.0
Creating the "Scary Shark Game" in Scratch 3.0
Developing Racing Car Game in Scratch 3.0
Developing the "Crossing the Road Game with the Crab" in Scratch 3.0
Developing the "Witch Game" with Geometry and Informatics in Scratch 3.0
Creating an Algebra Game Solving Mathematical Polynomial Equations - Scratch 3.0
Developing "Collect the Garbage" Game in Scratch 3.0
The "A Lovebug in my Plate" game project
Download all the Games in Scratch 3.0 completed
Creating the Arkanoid Game - The Absolute Block Breaker in Scratch 3.0
From Scratch game projects to general programming concepts
Advanced Programming Concepts
Game Design Workshop: Fair Challenges