
discover scratch 3.0 overview: a complete redesign with a modern look, new paint and sound editors, re-ordered blocks, and extensions for mobile play and robotics.
Explore Scratch 3.0 blocks and commands to program sprites, switch costumes, and set backdrops, while using motion, looks, sounds, events, control, sensing, operators, variables, and custom blocks.
Learn sequential programming in Scratch 3.0 by chaining events, say blocks, and sensing. Build interactive dialogues with the cat using join to combine greetings and names.
Build a helicopter game in Scratch 3.0 using if statements, guiding a helicopter from yellow to blue buildings while avoiding clouds, with up arrow and right arrow input.
Build a racing car game in scratch 3.0 using if statements and keyboard controls, implementing color collision, exit and start points, and win/lose conditions.
Explore Scratch 3.0 loops to build a ghost effect animation using when flag clicked and repeat blocks, changing the ghost effect by five with timed waits, duplicating blocks.
Develop a scary shark game in Scratch 3.0 by building a new project, animating a shark and fish, implementing chase, score increases, and life loss with broadcasts.
Add a toxic face to the scary shark game, manage lives and score, and trigger a game over broadcast while adjusting the shark size when faces are eaten or poisoned.
Learn to build a crossing the road game in Scratch 3 using the crab and vehicles, with a car speed variable, random delays, and lives logic.
Learn to build a crab crossing the road game in Scratch 3 using variables for level, car speed, and lives, with show, forever, and color checks to increase difficulty.
Teach geometry and informatics in Scratch 3.0 by building a witch game where sprites move toward a line until two house distances are equal, using variables and distance calculations.
Build a quadratic equation solver in Scratch by inputting a, b, c, computing the discriminant delta, and deriving x1 and x2 using the quadratic formula.
Develop a Scratch 3.0 game where you move the player with arrow keys to collect all garbage inside a beam, then broadcast a win and show a victory screen.
Learn to build the snake arcade game in Scratch 3.0 by steering with arrow keys, eating apples to grow longer, and avoiding self-collision or edge hits.
Learn to build the head of the snake game in Scratch 3.0, initialize the score when flag clicked, and drive movement with a forever loop and arrow key controls.
Scratch 3.0: the body sprite follows the head, uses costumes, creates clones to form a growing trail with random directions and score-based wait times that lengthen as apples are eaten.
Code the apple in a Scratch 3.0 snake game using a forever loop to detect touches, increase the score, and place the apple at a random x and y.
Learn to implement game over in Scratch 3.0 for the snake game by detecting self-collision or wall hits, broadcasting game over, and stopping the project.
Teach programming concepts through Scratch 3.0 games and classroom activities.
This course is oriented toward teachers and instructors who want to introduce coding with a visual programming environment. Use the game demonstrations and lesson-planning material to connect an engaging activity with a clear learning objective.
What you will explore
Explore game development using blocks, sequences, events, loops and variables. Think about how a learner predicts behavior, tests a change and explains a bug. Adapt the pace, language and extension tasks to the group you teach rather than assuming every student needs the same support.
How to study
Work through the relevant lessons in sequence, pause to reproduce the examples, and keep a short record of the concepts you can explain without looking at your notes. When an example produces an unexpected result, reduce it to a smaller case and compare what you expected with what actually happened. This makes revision more useful than simply replaying a demonstration.
Practical application
Plan a short score-collection game lesson. Decide what students should understand, prepare a starter example, include one deliberate bug for discussion, and finish with an exit question that checks the target concept.
Use the course as a structured learning resource at your own pace. Revisit difficult topics, write down questions, and connect each concept to a small example of your own. Before moving on, explain your solution, check a normal case and an edge case, and note one limitation. The goal is to develop understanding that you can transfer to another problem, rather than memorize a single answer.
Check the curriculum and prerequisites to decide whether the course fits your current knowledge and learning goals. Recorded software interfaces and third-party services can change; consult the provider's current documentation when setting up your environment.