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Transcript of Gametech Program Guide
© 2009 Boys & Girls Clubs of America
Program guide
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Important GuIdelInes for photocopyInG
Limited permission is granted free of charge to photocopy all pages of this guide that are required for use by Boys & Girls Club staff members. Only the original manual purchaser/owner may make such photocopies. Under no circumstances is it permissible to sell or distribute on a commercial basis multiple copies of material reproduced from this publication.
Copyright © 2009 Boys & Girls Clubs of America, based on original material developed and copyrighted by Parsons, The New School for Design, and used by permission.
All rights reserved. Printed in the United States of America. Except as expressly provided above, no part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without written permission of the publisher.
Boys & Girls Clubs of America
1275 Peachtree St. NE
Atlanta, GA 30309-3506
(404) 487-5700
www.bgca.org
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Writer, developer of Max Payne® video game series
“Prose is an art form, movies and acting in general are art forms, so is music, painting, graphics, sculpture, and so on. Some might even consider classic games like chess to be an art form. Video games use elements of all of these to create something new. Why wouldn’t video games be an art form?”
Sam Lake
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acknowledgements
Boys & GIrls cluBs of amerIca (BGca) Gratefully acknowledGes the contrIButIons and support of the followInG orGanIzatIons and IndIvIduals to the development of Game tech.
✜✜ The Todd Wagner Foundation
Established in 2000, the Todd Wagner Foundation is dedicated to improving the lives of at-risk children and building strong communities through education, technology, healthcare and enrichment opportunities. From the beginning, the trailblazing Todd Wagner Foundation set out to change the not-for-profit world by avoiding expensive fundraisers and excess overhead so that more dollars could be invested in high-impact programs. Employing a “start-up-to-merger” model more familiar to the business world than the non-profit sector, the Foundation:
• Creates and/or supports targeted programs that address service gaps within the community;
• Nurtures and builds those programs in order to refine concepts and to encourage meaningful results; and
• Looks for opportunities to scale proven programs to the next level and reach even more families, while ensuring that the programs continue their level of innovation and measurable success. This is often accomplished through partnerships with complementary organizations whereby the whole becomes greater than the sum of its parts.
Like its namesake, the Todd Wagner Foundation believes it answers first and foremost to the communities we serve. In 2008 alone, the Foundation changed the lives of thousands of children by providing approximately $2.3 million for charitable programs, organizations and activities.
✜✜ The AMD Foundation
AMD Changing the Game, the signature education initiative of the AMD Foundation, is designed to take gaming beyond entertainment and in-spire youth to learn critical education and life skills by equipping them to create digital games with social content. The program’s purpose is to promote the use of youth game development as a tool to inspire learn-ing, improve science, technology, education and math (STEM) skills, and spur career interest in game develop-ment or a similar field. The initiative is rooted in AMD’s commitment to and experience in supporting educa-tion and the company’s expertise in the graphics pro-cessor and gaming industries.
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BGCA also recognizes the following professionals and organ-izations for their expertise and efforts in the development of Game Tech:
✜✜ Project AdvisorAlex QuinnExecutive Director, Games for Change
✜✜ PETLab PETLab (Prototyping, Evaluation, Teaching and Learning lab) is a joint project of Games for Change and Parsons The New School for Design.
✜✜ Game Tech Course DevelopmentJohn Sharp -Savannah College of Art and Design, Atlanta, GAColleen Macklin - Parsons The New School for Design, New York CityEric Nunez - Parsons The New School for Design, New York City
✜✜ Project Evaluator James Diamond - Center for Children and TechnologyEducation Development Center, Inc.
The insights and expertise from the following Boys & Girls Clubs were invaluable in shaping the course design and content:
✜✜ The Salvation Army Boys and Girls Clubs of Greater Atlanta
✜✜ The Boys & Girls Clubs of Santa Monica
✜✜ The Boys & Girls Clubs of Newark
✜✜ Boys & Girls Clubs of the Austin Area
✜✜ Boys & Girls Clubs of Chicago
✜✜ Boys & Girls Clubs of Larimer County
✜✜ Boys & Girls Clubs of Metro West, Inc.
The following staff members of Boys & Girls Clubs of America have been instrumental in bringing Game Tech to fruition:
✜✜ Judith J. Pickens, Senior Vice President, Program & Youth Development Services
✜✜ Karen MacDonald, Vice President, Program & Youth Development Services
✜✜ Dan Rauzi, Senior Director, Youth & Technology Programs
✜✜ Katie Kimple, Lead Director, Club Tech
✜✜ The BGCA Project Development Team—Program & Youth Development Services Cindy Rondeau, Director, MIRACLES Technology Program & Project ManagerChristine Kotula, Director, Technology Programs & Training Mary Grybeck, Director, Technology Programs & TrainingLisa Sunarth, Program CoordinatorNichole Richardson, Program Assistant
And a special thanks to PBJS, Inc. who devoted much time, energy and expertise to ensure Game Tech is as much fun to read as it is to implement.
acknowledgements
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before you begin…
✜✜ Executive Summary 7
✜✜ Program Overview 8
✜✜ Scratch Overview 9
✜✜ Program Materials 10
✜✜ Reference Poster Overview 12
✜✜ Tips for Success 15
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✜✜ The Boys & Girls Clubs of America Game Tech Program is a modular, active learning program focused on the creation and playing of games.
✜✜ Members will learn how the the open source application Scratch can be used to create games.
✜✜ Game Tech covers a range of skills including systems thinking, introductory programming concepts, principles of game design, and the iterative design process.
✜✜ The Program Guide serves as an overview and implementation guide.
✜✜ Three Posters are included to address the terminology and concepts for the areas covered by the program: The Design Process, All About Games, and Introducing Scratch.
✜✜ The program is made up of two units: Game Tech 101 and Introducing Scratch.
✜✜ Unit 1: Game Tech 101 is made up of two Activities that each introduces a core concept for Game Tech: the iterative game design process, and the fundamental principles of computer programming.
✜✜ Unit 2: Introducing Scratch is made up of six Activities, each introducing a basic set of Scratch techniques important for game design.
✜✜ There are four components of all Activities: Think, Design, Play Test, and Change.
✜✜ The Program Guide includes the Activity Guide, Member Activity Guides, and a Resources section.
✜✜ The Resource section provides additional cards and information to help your members, if they choose, to take Game Tech to the next level and create an original game.
executive summary
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The BGCA Game Tech Program is a two-unit program utilizing principles of active learning to teach how to program computer games. The curriculum is designed to expose Club members to a number of important skill sets—systems thinking, introductory programming concepts, principles of game design, and the process of iterative design. The program utilizes a four-phase system modeled on the iterative design process—Think, Design, Play Test and Change. (See Anatomy of an Activity on page 20 for a detailed discussion of the four phases.)
The program uses Scratch, an open source programming environment that uses a puzzle piece metaphor to create animations and games. We have created a number of Activities and support materials to help facilitators and participating members learn to work with Scratch. (See Scratch Overview on page 9 for more on Scratch and its use in the Game Design Program. See Program Materials on page 10 for more on the support materials.)
Game Tech is made up of two units that work together to give participating members the necessary knowledge and skills to understand game and programming fundamentals.
✜✜ Unit 1, Game Tech 101, lays the conceptual foundation for thinking about games, the relationship between games and social issues, and basic programming concepts.
✜✜ Unit 2, Introducing Scratch, is comprised of six Activities that function as a primer in the Scratch environment and the basic techniques and scripts for creating animations, interactivity and games.
✜✜ The Resources Appendix includes additional materials to assist your members if they decide to use their knowledge of Scratch to create their own games.
key PointsThe BGCA Game Tech Program is a two-unit program utilizing principles of active learning to teach how to program computer games.
Game Tech uses Scratch, an open source programming environment that uses a puzzle piece metaphor to create animations and games.
The program is made up of two units that work together to give participating members the basic knowledge and skills to understand computer game programming:
✜✜ Unit 1: Game Tech 101
✜✜ Unit 2: Introducing Scratch
Program overview
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Scratch is the computer application members will use to learn about game programming. Scratch is a multilingual programming language targeting children ages eight and up. Games as well as animation projects can be created using Scratch. As a more robust programming environment, Scratch provides a rich introduction to logic, programming and the potential of computation.
Scratch can be downloaded for free at http://scratch.mit.edu
A portion of the program, such as Unit 2 of the Activity Guide, offers support materials for Scratch. If additional support is needed, the Scratch website has additional materials and references:
Support Materials: http://info.scratch.mit.edu/Support
Educator Forums: http://scratch.mit.edu/forums
Sample Projects: http://scratch.mit.edu/channel/recent
System Requirements:
✜✜ OS: Windows 98 or later, Mac OS X 10.3 or later
✜✜ Display: 1024 x 768 or larger, thousands or millions of colors (16-bit color or greater)
✜✜ Disk: at least 120 megabytes of free space to install Scratch (see note below)
✜✜ CPU & Memory: CPU speed and memory requirements have soft limits. Most computers have enough memory to run Scratch. Older computers may run Scratch slowly, but it will run.
✜✜ Internet: A connection to the Scratch website. Alternately, Scratch can be downloaded to a single machine, loaded onto a jump drive or burned onto a CD, and then installed on individual machines from the jump drive or CD.
key PointsGame Tech uses Scratch, an open source pro-gramming environment that uses a puzzle piece metaphor to create animations and games.
✜✜ Some support materials for Scratch are provided with Game Tech; the Scratch website has additional materials and references.
✜✜ Scratch will run on most older computers.
scratch overview
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Program guideThe primary guide for facilitators is the Program Guide (the document you are currently reading). This document provides the how-to informa-tion for Game Tech as a whole, explains how all the moving parts work together, and contains the information you’ll need to run each Activity.
key PointsGame Tech is made up of several components. Their general use is described in this section. This table show where each component is used in the GDP:
Component Unit 1 Unit 2Program Guide ✜ ✜
Reference Posters ✜ ✜
Member Activity Guides ✜ ✜
Sample Scratch Files ✜
Resources
reference Posters Because there is little in the way of traditional instruction in Game Tech, we have created three Reference Posters that will address core vocabulary and concepts. The Reference Posters are The Design Process, All About Games, and Introducing Scratch. The Reference Posters should ideally be displayed in the program work space at all times to help members understand and remember key concepts and terms that will be used throughout the program. (For detailed information on each Reference Poster, see the section Reference Poster Overview on page 12.)
Program materials
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scratch reference guide
Members can refer to the Scratch Reference Guide to learn more about the Scratch interface, com-ponents, and commands.
The Scratch Reference Guide can be found online at:
http://info.scratch.mit.edu/Support/Reference_Guide_1.4
It would be useful to download a PDF copy of the Reference Guide to your desktop.
member activity challenge For Unit 1 Activity 1 and all Unit 2 Activities, members will be provid-ed with a Member Activity Chal-lenge. These include the challenge for the Activity, the list of materials needed to complete it, and instruc-tions on how to carry out the chal-lenge.
Program materials
Creator of Donkey Kong®, Super Mario Bros.®, The Legend of Zelda®, and StarFox®
“Most people think video games are all about a child staring at a TV with a joystick in his hands. I don’t. They should belong to the entire family. I want families to play video games together.”
Shigeru Miyamoto
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the design Process—Poster 1The Design Process poster uses sketches, paper prototypes, images of digital proto-types and screenshots of the final version of a computer or video game to show the iterative design process. The guiding statement for this poster is:
“Design is a four-step process. It starts with a design challenge. You THINK about games you can make to meet this challenge, and then you DESIGN one. To see if your game is good, you PLAY TEST it. You then CHANGE your design until the game is fun.”
key PointsGame Tech Reference Posters function as the dictionaries for the three key areas of the program: the iterative design process, games, and Scratch.
✜✜ The Design Process shows the iterative design process
✜✜ All About Games explains the elements of games, including rules
✜✜ Introducing Scratch provides an overview of the programming elements in Scratch
thInk
Think about your game design chal-lenge. Many game designers draw pic-tures, create characters and use game tokens to help them think about their game design ideas.
desIGn
Once you have thought about your game design idea, it is time to make your game. Creating the goals and rules for your game are two important parts of game design.
play test
Once you have made your game, have other members play it. Watch to see if they are having fun.
chanGe
Once the play test is over, think about how fun the game was and if the players understood how to play. Then make changes to your game and play test it again.
reference Poster overview
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all about games—Poster 2The All About Games poster uses a game like basketball that most members will be familiar with to serve as the visual explanation. The guiding statement of the poster is:
“All games have rules players follow to reach their goal. The rules of a game let players know what actions they can take, which play pieces they can use, and what play space they play in as they try to reach the game’s goals.”
players
All games have players. In games like basketball, players are on teams. In games like checkers, players play against one other player. In a game like Super Mario Brothers®, players play alone.
Goal
All games have goals. In Super Mario Brothers®, the goals are collecting coins, completing the level and rescuing Princess Peach.
rules
All games have rules that explain how to play and make the game ‘fun’. The rules of basketball include not being able to run with the ball without dribbling.
actIons
Actions are the things players do to reach the game’s goals. In checkers, the actions include moving your play pieces and capturing your opponent’s play pieces.
decIsIons
Decisions are the choices players make during the game. In Super Mario Brothers®, decisions include whether to jump over or on enemies.
play pIeces
Play pieces are the object used in a game. In checkers, the play pieces are the red and white discs.
play space
The play space is the boundaries of the game. In basketball, it is the court.
competItIve & cooperatIve play
In competitive games, players compete against one another. Checkers is an example of competitive play. In cooperative games, players work together to achieve the goals of the game. In basketball, teammates play cooperatively to win the game.
reference Poster overview
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introducing scratch—Poster 3This poster provides an overview of the things you can do with Scratch Blocks, the programming elements used to create programs in Scratch. The poster describes different piece types and how you manipulate and connect pieces. The guiding statement of this poster is:
“Scratch Blocks are used to create computer programs like video games. The main Scratch Blocks used to create games are Motion, Sound, Looks, Controls, Sensing, Numbers and Variables. Scratch Blocks come in three types: Hats, Stacks and Reporters.”
motIon
Motion Blocks control the movement of Sprites.
sound
Sound Blocks trigger sounds you have recorded or imported into your com-puter.
looks
Looks Blocks can change the appear-ance of objects in your game, such as switching Costumes, adding a speech bubble, or changing the object’s size.
controls
Control Blocks tell your program what to do when something happens in your game.
sensInG
Sensing Blocks check to see what the player is doing with the keyboard keys or mouse, and also checks to see what might be happening between Sprites.
numBers
Numbers allow you to use math to make things happen in your game, like picking a random number or adding numbers together.
varIaBles
Variables are ways to keep track of things that change during your game, like keeping score.
stacks
Stack Blocks can be put together to tell Sprites what to do and when to do it. Stack Blocks also have input areas where you can select an option from a drop-down menu or add your own numbers. Some Stack Blocks have an opening where you can insert other stack blocks.
hats
Hat Blocks start scripts. Hat Blocks wait for an event like a button press or a message to be broadcasted starting the Blocks that are stacked below them.
reporters
Reporter Blocks tell other Blocks information about what is going on. Reporter Blocks are used to find out if a button is being pressed, the location of an object or to report a value for score keeping.
sprItes
Sprites are the images and sounds that you work with in Scratch. In order for a picture to appear in a scene, you must make a sprite. Sprites can be pictures you scan, photographs or drawings.
reference Poster overview
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This chapter features a set of ideas for making the most of Game Tech. These tips are based on the pilot testing and discoveries made during other technology-based programs.
do the activities in advanceIt is important that you run through the Activity in advance to ensure you are prepared to guide members and answer their questions. It is suggested that facilitators set aside 60-90 minutes to prepare for each Activity. Though it is time-consuming, it is the best means to prepare for each Activity and anticipate member questions. This will allow you not only to better prepare, but also to think through the timing and flow of the Activity within the culture of your Clubhouse.
double-check the technologyMake sure the Scratch application is properly installed on all machines to be used by members during these units. The best means of doing this is to open the application on all machines and try to do a simple task such as making the default sprite, the Cat, move.
PrePare materials in advanceTo avoid wasting precious time, prepare the materials necessary for Activities in advance. A list of the necessary materials for each Activity is provided in the Materials section of the Activity Guide and the Member Activity Challenge Cards given to members. Plastic containers are the best way to store and distribute the non-digital materials to participating members. File pockets or plastic bins are the best way to store the Activity Guide, Member Activity Challenge Cards, Scratch Recipe Cards, and Game Action Cards.
key Points✜✜ Do the Activities in advance
✜✜ Double-check the technology
✜✜ Prepare materials in advance
✜✜ Keep it simple, facilitator
✜✜ Springboard, not a class
✜✜ Groups are the key
✜✜ Let parents and caregivers know
✜✜ Game festival
✜✜ Recognize member achievements
tiPs for success
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In order to get back all the materials, facilitators may collect member ID cards that are returned to the member once they have brought back the materials they checked out.
keeP it simPle, facilitatorMost Club members have played many other games prior to participating in Game Tech. They are going to have grand visions of the complex games they will make as part of the program. An important job of Club facilitators will be managing member expectations about the games that will be created during Game Tech. The many published games they play are far beyond the scope of what can be created with the limited time and technologies utilized in this curriculum.
Though members will undoubtedly conceive of many amazing ideas for games, it is important to keep the game ideas simple and focused on the specific challenges of the given Activity. During Unit 2: Introducing Scratch, they are scripted on the Activity Guides given to the members. It is important that members execute the script as presented to ensure they understand the basic ideas and principles of Scratch. Members that quickly grasp Scratch, and those that have used Scratch before, can expand upon the Unit 2 Activities as time permits.
sPringboard, not a classGame Tech is designed to serve as an introduction to the iterative design process, game principles and general programming con-cepts. Members will learn the fundamentals of game design and programming, which they can put into practice in the later, more advanced programs.
grouPs are the keyIt is very important that members work in groups on the Activities. Collaboration will lead to better, stronger ideas. Some members may be more comfortable with computers, and so will be able to assist their group members who are less technically adept. Some groups may finish activities sooner than others. Have these members help out groups that are moving more slowly through an activity. If enough computers are available, consider allowing members to work alone or in pairs.
let Parents and caregivers knowAttendance is often a problem with any program. Game Tech has been designed in a way that there is no explicit requirement for members to attend all sessions. However, the Activities in Unit 1: Game Tech 101 and Unit 2: Introducing Scratch build upon one another.
Sending a flyer home with interested members in advance of the launch of the program at your Club will help with consistent atten-dance.
Suggest that members with access to computers at home take their games home to share with their friends, families and caregivers. This is an excellent way to demonstrate the relevance of the program.
tiPs for success
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game festivalIf members choose to use the skills they’ve acquired in Game Tech and the materials in the appendix to create their own games, consider hosting a Game Festival for members to present the games they have made. Parents, caregivers, friends and interested community members can be invited to play the games and to learn about the program in general.
This could also be handled as a monthly Game Night if your Club regularly runs the program.
recognize member achievementsThe more ways members can be recognized for their accomplishments, the better. Conceive of ways that individuals and groups can be recognized publicly, such as a certificate for completing Game Tech.
tiPs for success
Game Tech is designed to serve as an introduction
to the iterative design process, game principles and general programming concepts.
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Creator of Donkey Kong®, Super Mario Bros.®, The Legend of Zelda®, and StarFox®
“Video games are bad for you? That’s what they said about rock and roll.”
Shigeru Miyamoto
activity guide
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anatomy of an activity 20
unit 1: game tech 101 22
✜✜ Games 101 23
✜✜ Programming 26
unit 2: introducing scratch! 35
✜✜ Working with Images 36
✜✜ Working with Sound 46
✜✜ Working with Motion 53
✜✜ Working with Animation 62
✜✜ Working with Sensing 70
✜✜ Working with Backgrounds 76
aPPendix: resources 81
✜✜ Scratch Recipe Cards
✜✜ Game Action Cards
table of contents
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The heart of Game Tech is the Activity and its iterative design process: Think, Design, Play Test and Change. With the exception of Unit 1, Activity 2: Programming, all Activities use this process. The typical allotment of time for each phase in the design cycle is 15 minutes. Note that some Activities suggest different allocations of time based on that Activity’s particulars. Below is a description of each phase in the design process:
thinkFrom the first Activity on, members will engage in the conceptualization process of game design. First, groups of two to four members will conceive of a game based on the game design challenge in that Activity. During the Think phase, groups should be sketching, writing down ideas, and discussing games they’ve played that are similar to or inspiring their game.
The facilitator’s key job during Think is to keep groups on task, and to help address any road blocks keeping the groups from successfully conceiving of a game within the given parameters.
designWith ideas for their game in place, members will design and produce a playable version of their game. The most important part of the Design phase is producing a playable version of their game.
The facilitator’s key job during the Design phase is to keep groups focused on producing a playable version of their game. During the Design phase, members will inevitably discover problems with their original ideas. They should be encouraged to make design decisions to fix the issues.
activity guide
key PointsThe heart of Game Tech is the Activity and its iterative design process:
✜✜ Think: Conceptualize a game
✜✜ Design: Produce a playable version
✜✜ Play Test: Observe game play to see what works
✜✜ Change: Implement solutions to problems with the game
1unit
anatomy of an activity
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Play testOnce the groups have created a playable game, they are ready for Play Test. To ensure that all games receive play testing, have the groups rotate around to play test one another’s games. If possible, have two different groups play test each game.
It is important that one member of each group stays with the game they created. They will be responsible for explaining how the game is played, and observing the players to see what is and isn’t working.
The facilitator’s key task during Play Test is to ensure groups are playing games, and watching the clock to make sure the allotted time is split equally between the group play tests. It is also helpful for facilitators to ask questions and make comments that keep the relevant game design concepts in the front of the members’ minds as they play the games.
changeThe key to the game design process is iteration. During Change, members start by thinking about the feedback received and the problems they observed during Play Test. A set of questions found on the Member Activity Challenge Cards are provided to facilitate this process. The groups will then conceive of design solutions to these problems, and will make the corresponding changes to their games.
The Change phase will require the most attention from the facilitator, as the members may have a hard time grasping both the problems they need to address and appropriate design solutions on their own. Facilitators should spend time with each group to ensure they are making progress in refining their game.
At the end of the Change phase, groups should have a complete, playable version of their game.
activity guide
At the end, groups should have
complete, playable versions of their games.
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unit 1: game tech 101
activity 1: games 101 23Introduces the design process and the basics of game design.
activity 2: Programming 26Reveals how computer programs work.
activity guide
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vocabulary For this Activity, please have the The Design Process and All About Games posters hanging in the program work space.
the design Process PosterRead aloud this summary, pointing to the elements on the poster:
all about games PosterCall attention to the poster and read aloud this summary:
Talk about the main components of games:
unit 1 / activity 1 / games 101
overviewThis Activity introduces the design process and the basics of game design. Members will design a non-digital game using the four-step game design process that will be used throughout Game Tech. This process is Think, Design, Play Test and Change.
Depending upon the time of year, members can design a game to be played outdoors or in a gym using balls, pylons, sidewalk chalk or other similar materials or for play indoors using dice, spinners, decks of cards and other similar materials better suited for table top play.
goals✜✜ Introduce the game design process.
✜✜ Show that games can be made using only a few basic items.
✜✜ Introduce collaborative creative process essential to the Game Design Program.
outcomesAt the end of Unit 1, Activity 1, “Games 101,” members will have:
✜✜ Experienced the game design process.
✜✜ Made and played a game.
✜✜ Worked in small teams to collaboratively create a game.
✜✜ players
✜✜ rules
✜✜ Goals
✜✜ actions
✜✜ decisions
✜✜ play pieces
✜✜ play space
✜✜ competitive & cooperative play
11unitactivity
games 101
Design is a four-step process. It starts with a design challenge. You THINK about games you can make to meet this challenge, and then you DESIGN one. To see if your game is good, you PLAY TEST it. You then CHANGE your design until the game is fun.
All games have rules players follow to reach their goal. The rules of a game let players know what actions they can take, which play pieces they can use, and what play space they play in as they try to reach the game’s goals.
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materials✜✜ Unit 1 Member Activity Challenge Card
✜✜ All About Games poster
✜✜ Play Piece materials (use objects from one or the other list below based on whether members will make indoor or outdoor games).
outdoorTennis Balls
Basketballs
Ping Pong Balls
Volleyballs
Dodgeballs
Hula Hoops
Streamers
Pylons
Sidewalk Chalk
Flags
Stopwatch
Whistle
IndoorRubber Bands
Paperclips
Dice
Spinner
Egg Timer
Plastic Utensils
Paper Plates
Cups
Flashlights
Clay
Straws
Deck of Cards
Ping Pong Balls
Tape
Index Cards
unit 1 / activity 1 / games 101
instructions1. set up (2 mIn)
Put members into groups of three or four. Have them quickly give their group a name.
2. Introduce the Game desIGn proGram (3 mIn)
With The Design Process and All About Games posters hanging in clear view of everyone, quickly review the four steps in the design process. Let members know this is the system they will be using throughout the Game Design Program to create games.
3. pIckInG materIals (5 mIn)
Next, have the groups take turns picking one item at a time from the set of materials you assembled until each group has three items.
4. the challenGe (5 mIn)
Give the groups the Member Activity Challenge: Activity 1 Card, and then read aloud their challenge:
Briefly review the requirements for their games:
✜✜ The game must use all three of the items they selected
✜✜ The game should involve players scoring points
✜✜ The game must be played in one minute
Make reference to the All About Games poster and its vocabulary to give members a reference point for thinking about their games.
Using the three objects you picked, design a game in which the players’ goal is to score the most points in one minute.
game tech Program guide
boys & girls clubs of america Page 25
unit 1 / activity 1 / games 101
5. thInk & desIGn (15 mIn)
Give the groups 20 minutes to come up with their game. As the groups work on their games, the facilitator should walk around from group to group to make sure they are staying on task. Directed questions are useful for keeping members focused and thinking about the think and design process:
✜✜ What are the rules of the game?
✜✜ What is the play space of the game?
✜✜ What actions do players do with the play pieces?
6. play test & chanGe (10 mIn)
Next, have the groups play test their game themselves for ten minutes. After playing their game once or twice, give the groups five minutes to make any necessary changes to the rules of their game.
7. play test wIth others (10 mIn)
Now it is time for more play testing. Have groups play test one another’s games. If there is an uneven number of groups, have them rotate around so that each group plays at least one game and has their game played at least once.
During the play test, have the game makers watch the play testers. They should be watching to make sure the game rules are easy to follow, and that the game is fun for players.
8. chanGe (10 mIn)
Once all games have been play tested, give the groups five or ten minutes to think about changes to their games, and to make these design changes.
The facilitator should walk from group to group to make sure the groups are staying on task. Directed questions are useful for guiding the groups as they make changes to their games:
✜✜ What did play testers tell you about your game?
✜✜ What did you see players do that you did not expect?
✜✜ What can you change about your game to make it more fun?
Encourage groups to write their rules
down so that they can play the game with their
friends and families.
game tech Program guide
boys & girls clubs of america Page 26
vocabulary For this Activity, please have the Introducing Scratch poster hanging in the program work space.
introducing scratchPoint out the elements as you read aloud to the members:
Talk about the main components of Scratch Blocks:
unit 1 / activity 2 / Programming
overviewThis Activity consists of four exercises that reveal how computer programs work. Members will work together to write and then enact four different “programs.”
goals✜✜ Learn about the fundamental process of computer
programming: writing and executing instructions.
✜✜ Create instructions for people-driven programs.
✜✜ Gain exposure to how computer programming can create games.
outcomesAt the end of Unit 1, Activity 2, “Programming,” members will have:
✜✜ Gained exposure to the writing and execution of instructions.
✜✜ Written and executed instructions.
✜✜ Used instructions to program a game.
✜✜ hats
✜✜ stacks
✜✜ reporters
✜✜ sprites
✜✜ motion
✜✜ sound
✜✜ looks
✜✜ controls
✜✜ sensing
✜✜ numbers
✜✜ variables
12unitactivity
Programming
Scratch Blocks are used to create computer programs like video games. The main Scratch Blocks used to create games are Motion, Sound, Looks, Controls, Sensing, Numbers and Variables. Scratch Blocks come in three types: Hats, Stacks and Reporters.
game tech Program guide
boys & girls clubs of america Page 27
materials✜✜ Introducing Scratch poster
✜✜ 100+ colored index cards
✜✜ Pens or Pencils
Note: Be sure to create the instruction cards using these materials before the lesson begins.
unit 1 / activity 2 / Programming
instructions1. set up
There are four kinds of instruction cards you need to prepare: Walk, Turn, Repeat and Collision. Make 15 of each of the following:
✜✜ On the Walk cards, write “Walk ___ Steps”
On five Walk cards, write in the blank space different number values for the number of steps the members will take: 1, 2, 3, 4, 5. Leave the space blank on the remaining ten for use during the exercise.
✜✜ On the Turn cards, write “Turn ______”
On six Turn cards, write in the blank: left, right or around. Leave the other nine cards alone for use during the exercise.
✜✜ On the Repeat cards, write “Repeat ______”
On six Repeat cards, write in the blank: once, twice or forever. Leave the other nine cards alone for use during the exercise.
✜✜ On the Collision cards, write “If bump into other member, then play sound ________”
On 15 Collision cards, leave the second blanks empty for use during the exercise.
2. physIcal proGrammInG IntroductIon (10 mIn)
In this Activity the facilitator assigns each member in the session a set of instructions to carry out based on the cards. For example, everyone in the class will walk three steps, turn right, walk one step, turn right and repeat forever until the program is stopped (the facilitator says “stop”). Note: Every member has the same instructions on their card, so they should be moving in unison, without bumping into each other. They should also count “one and two and three...” to time their steps.
game tech Program guide
boys & girls clubs of america Page 28
unit 1 / activity 2 / Programming
3. memBers make up theIr own actIons (10 mIn)
In this Activity, members write in their own numbers on the cards, and choose the order they will go in. Each member can have up to five instruction cards. They repeat these instructions until the facilitator ends the program (by saying “stop”). By this time, you will notice that the Club members might bump into each other (gently, we hope!) This is a collision, the basic building block for game programming. Most games have some form of collision detection—racing games check to see if cars are hitting each other or the edge of a track, for example. Ask the members to trade stacks for the next Activity.
4. what to do when there’s a “collIsIon”? (15 mIn)
In this Activity members will choose sounds and actions to perform when they bump into each other. First, have the members choose a number from one to four. Have them think of four sounds to make (“quack like a duck”, “beep”, or “honk”, for example). Write these sounds in a list members can see with numbers next to them. Now hand out the cards that say “If bump into other member, then play sound ________”. Some members will have different numbers, some will will have the same ones. But everyone will now have something to do when they bump into each other. What other actions other than sounds can be added? Ask the members to save their Walk, Turn, and Repeat cards for the next activity.
5. what aBout a Game? (25 mIn)
So far, we have created an interesting set of possibilities with just some simple instructions. This is called emergence—creating complexity out of simple instructions or rules. However, there’s no goal, or primary player. In this Activity, Club members will make a game based on the state of the last activity.
Choose one Club member to be the main avatar (player-character), and one to be the player (person playing the game), who will give instructions to the main avatar.
The goal of the game is to get the avatar through the group of moving non-player-characters or NPCs, progressing from a starting line to a finish line (mark these in the room however you want) without colliding into the NPCs. NPCs will follow the same set of Walk, Turn, and Repeat cards they used in the previous activity. The player can give the following verbal instructions to the avatar: “forward”, “left”, “right”, “stop”. The avatar moves at a speed of one step per second, and keeps moving unless the player tells them to change direction or stop.
This is a physical representation of a computer game. However, instead of verbal commands, we usually use a controller or keyboard to move our avatar on the screen. NPCs often follow sequences of movement, just as this Activity does. There’s a goal (the finish line) and a challenge (don’t get bumped).
If there’s time, discuss what changes could be made to the game to make it more interesting, fun, or challenging.
✂
© 2
009
Boys
& G
irls C
lubs
of A
mer
ica
cut
shar
ein
spire
un
it 1
: m
emb
er a
cti
vit
y c
ha
llen
ges
mem
ber
acti
vit
y c
ha
llen
ge
1un
it
For U
nit 1
, Act
ivity
1 a
nd a
ll U
nit 2
Act
iviti
es, m
embe
rs
will
be
prov
ided
with
a M
embe
r Ac
tivity
Cha
lleng
e.
Thes
e in
clud
e th
e Ch
alle
nge
for t
he A
ctiv
ity, t
he li
st o
f m
ater
ials
nee
ded
to c
ompl
ete
it, a
nd in
stru
ctio
ns o
n ho
w to
car
ry o
ut th
e ch
alle
nge.
The
Uni
t 1
Mem
ber
Activ
ity C
halle
nge
pres
ents
a
Gam
e D
esig
n Ch
alle
nge
and
expl
ains
wha
t to
do
for
thre
e of
the
Des
ign
Proc
ess s
teps
: Thi
nk, P
lay
Test
, and
Ch
ange
.
✂
Gam
e D
esig
n Ch
alle
nge:
Usi
ng t
he t
hree
obj
ects
you
pic
ked,
de
sign
a g
ame
in w
hich
the
pla
yers
’ goa
l is
to
scor
e th
e m
ost
poin
ts in
one
min
ute.
The
gam
e yo
ur g
roup
des
igns
sho
uld:
✜✜
Incl
ude
all t
hree
of t
he it
ems
you
pick
ed
✜✜
Invo
lve
play
ers
scor
ing
poin
ts
✜✜
Be p
laye
d in
one
min
ute
To h
elp
you
thin
k ab
out w
hat g
ames
are
mad
e of
, loo
k at
the
All
Abo
ut G
ames
pos
ter.
Thin
k: S
pend
tim
e th
inki
ng a
bout
you
r gam
e. H
ere
are
ques
tions
to
kee
p in
min
d:
✜✜
Wha
t are
the
rule
s of
the
gam
e?
✜✜
Wha
t is
the
play
spa
ce o
f the
gam
e?
✜✜
Wha
t act
ions
do
play
ers
do w
ith th
e pl
ay p
iece
s?
Play
Tes
t: O
nce
you
have
you
r ga
me
desi
gned
, try
pla
ying
it. I
f
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it UN
IT 1
AC
TIv
ITy
1
you
notic
e th
ings
that
are
n’t w
orki
ng, m
ake
chan
ges t
o yo
ur ru
les.
Now
it is
tim
e fo
r mor
e pl
ay te
stin
g. Y
our g
roup
will
pla
y te
st o
ther
gr
oups
’ gam
es. Y
our f
acili
tato
r will
hel
p yo
u de
cide
whi
ch g
ames
to
pla
y te
st.
Dur
ing
the
play
test
, som
eone
from
you
r gro
up s
houl
d w
atch
to
mak
e su
re th
e ga
me
rule
s ar
e ea
sy to
follo
w, a
nd th
at th
e ga
me
is
fun
for p
laye
rs.
Chan
ge:
Onc
e al
l ga
mes
hav
e be
en p
lay
test
ed,
your
gro
up
shou
ld t
hink
abo
ut w
hat
happ
ened
dur
ing
the
play
tes
t, an
d to
m
ake
any
nece
ssar
y de
sign
cha
nges
.
Her
e ar
e a
few
thin
gs to
thin
k ab
out d
urin
g th
e Ch
ange
pha
se:
✜✜
Wha
t did
pla
y te
ster
s te
ll yo
u ab
out y
our g
ame?
✜✜
Wha
t did
you
see
pla
yers
do
that
you
did
not
exp
ect?
✜✜
Wha
t can
you
cha
nge
abou
t you
r gam
e to
mak
e it
mor
e fu
n?
[Thi
s Ca
rd in
TenT
iona
lly
lefT
bla
nk]
✂ ✂
Wal
k __
___
Step
s
Wal
k __
___
Step
s
Wal
k __
___
Step
s
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
✂ ✂
Turn
___
__
Turn
___
__
Turn
___
__
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
✂ ✂
Repe
at _
____
Repe
at _
____
Repe
at _
____
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
✂ ✂
If bu
mp
into
oth
er m
embe
r, th
en p
lay
soun
d __
____
__
If bu
mp
into
oth
er m
embe
r, th
en p
lay
soun
d __
____
__
If bu
mp
into
oth
er m
embe
r, th
en p
lay
soun
d __
____
__
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
ga
mes
10
1Me
Mber
Act
ivit
y ch
Alle
nge
1un
it
2a
cti
vit
y
game tech Program guide
boys & girls clubs of america Page 35
unit 2: introducing scratch!
activity 1: working with images 36Explains how to import, create, and edit sprites.
activity 2: working with sound 46Explains how to import, create, and control sounds.
activity 3: working with motion 53Explains how to move sprites on the Scratch stage.
activity 4: working with animation 62Explains how to create animations using sprites and scripts.
activity 5: working with sensing 70Explains how to create interactions between objects.
activity 6: working with backgrounds 76Explains how to import, create, and control images to use as backgrounds.
activity guide
game tech Program guide
boys & girls clubs of america Page 36
vocabulary For this Activity, please have the Introducing Scratch poster hanging in the program work space.
introducing scratchPoint out the elements as you read aloud to the members:
Talk about the main components of Scratch Blocks:
unit 2 / activity 1 / working with images
overviewIn this Activity, members will begin to use Scratch. They will learn about the Scratch workspace and the use of sprites. Members will also learn to import, edit, and create sprites.
goals✜✜ Familiarize members with the puzzle piece metaphor of Scratch.
✜✜ Introduce the layout of Scratch.
✜✜ Show members how to import, edit, and create sprites.
outcomesAt the end of Unit 2, Activity 1, “Working with Images,” members will have:
✜✜ Developed familiarity with the Scratch puzzle-based environment.
✜✜ Learned to find the basic tools within Scratch.
✜✜ Successfully imported, edited, and created sprites.
✜✜ hats
✜✜ stacks
✜✜ reporters
✜✜ sprites
✜✜ motion
✜✜ sound
✜✜ looks
✜✜ controls
✜✜ sensing
✜✜ numbers
✜✜ variables
21unitactivity
working with images
Sprites are the images and sounds that you work with in Scratch. In order for a picture to appear in a scene, you must make a sprite. Sprites can be pictures you scan, photograph or draw.
game tech Program guide
boys & girls clubs of america Page 37
materials✜✜ Scratch Reference Guide: http://info.scratch.
mit.edu/Support
✜✜ Member Activity Challenge: Unit 2 Activity 1: Part 2
✜✜ Member Activity Challenge: Unit 2 Activity 1: Part 3
✜✜ Member Activity Challenge: Unit 2 Activity 1: Part 4
instructionspart 1: the scratch workspace
1. Begin part one of this Activity by instructing Club members to open Scratch.
2. Introduce Club members to the Scratch workspace. A description of the workspace and its parts is available on pages two through seven of the Scratch reference guide.
3. Ask members to identify the object on the stage. All of the members should see an orange cartoon cat.
4. Explain to Club members that objects, such as the orange cartoon cat, are known as sprites in Scratch.
5. Direct the members’ attention to the sprite list in the workspace and point out that that the orange cartoon cat is currently identified by the name “sprite1.”
unit 2 / activity 1 / working with images
game tech Program guide
boys & girls clubs of america Page 38
6. Instruct members to change the name of the orange cartoon cat, by using the text box located in the current sprite info section. Tell members to name the cat “orange cat.” Before moving on explain that it is important to name sprites because it makes it easier to tell that sprite what to do.
7. Instruct your members to save their file by clicking the save button.
8. When the save project window pops up, instruct members to create a new folder by pressing the new folder button. Tell members to include their name in the folder name so it can be found easily in the future.
9. Once the folder they have created appears in the save project pop-up window, instruct Club members to double-click that folder and name their file using the new filename textbox at the bottom of the pop-up window.
10. When members are done naming their files, tell them to click the OK button.
unit 2 / activity 1 / working with images
game tech Program guide
boys & girls clubs of america Page 39
part 2: chanGInG ImaGes
1. Begin part two of the Activity by explaining that Scratch includes a number of tools that allow them to make changes to their sprites.
2. Direct members’ attention to the toolbox above the stage.
3. Encourage members to quickly try out the tools on the orange cartoon cat.
4. Once members have had enough time to try out the tools, ask them to explain what each of the tools does. If you feel that members do not understand the use of specific tools, make sure to explain it to them.
5. Instruct members to use the duplicate tool to create a few additional copies of the orange cartoon cat.
6. Direct their attention to the names of each of the orange cartoon cats in the sprite list.
7. Explain that every time a new sprite is created or duplicated it is automatically named “sprite” followed by a number. Tell members to get used to changing the name of sprites as they are added to a file or duplicated.
8. Instruct members to use the delete tool so that only one cat is left on the stage. If the original cat named “orange cat” has been deleted, instruct Club members to name the remaining cat “orange cat.”
9. Tell them that they will now be adding their first script to the cat. Explain that a script is a set of instructions that are triggered by actions such as clicking a mouse, pressing a certain key on the keyboard or in this case clicking the green flag in the Scratch workspace.
10. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As members complete this part of the Activity remind them to save their progress by clicking the save button.
unit 2 / activity 1 / working with images
game tech Program guide
boys & girls clubs of america Page 40
part 3: creatInG new ImaGes
1. Begin part three of the Activity by explaining that besides changing images, Scratch lets you create your own images.
2. Instruct Club members to open a new file by selecting New from the File menu.
3. Instruct members to use the delete tool to remove the orange cartoon cat from the stage.
4. Tell members that in order to create their own sprites they have to open up the paint editor by clicking on the paint new sprite button. Once the paint editor pop-up window has opened, tell them to select the color red from the color palette and then click on the ellipse tool in the toolbar.
5. Instruct members to create a circle in the canvas section by holding down the shift button on the keyboard as they drag the mouse.
6. Explain to Club members that the shift button can be used in the paint editor to create perfect circles, squares and straight lines.
7. Instruct them to click on the OK button in order to save the circle to the sprite list. The paint editor pop-up window should disappear and the circle should appear on the stage and in the sprite list.
8. Instruct members to name the red circle “red circle” using the textbox in the current sprite info section.
9. Tell members that they will now be adding script to the red circle. Explain to them that this script will be similar to the earlier example they worked on, but the instructions will be triggered differently.
10. Pass out the Member Activity Challenge for this script and instruct your Club members to assemble the script as shown in the handout. As members complete this part of the Activity remind them to save their progress by clicking the save button.
unit 2 / activity 1 / working with images
game tech Program guide
boys & girls clubs of america Page 41
part 4: ImportInG ImaGes
1. Begin part four of this Activity by telling Club members that in addition to changing and creating images, Scratch also allows you to import images. Images can be imported from the internet, a digital camera, a scanner or a hard drive.
2. Instruct members to open an internet browser and search for images of cats. Tell them to choose an image and save it to the desktop.
3. Instruct members to return to Scratch and open a new file by selecting New from the File menu.
4. Instruct members to use the delete tool to remove the orange cartoon cat from the stage.
5. Explain to members that in order to import an image they have to open up the paint editor by clicking on the paint new sprite button. Once the paint editor pop-up window has opened, instruct them to click the import button.
6. Instruct Club members to find the image they saved to the desktop by clicking on the desktop folder button. Once they have found the image tell them to select it and click the OK button.
7. Once members have found their image instruct them to select it and click the OK button to save it to the sprite list. The paint editor pop-up window should disappear and the image they imported should appear on the stage and in the sprite list.
8. Instruct members to name the imported image “web cat” using the textbox in the current sprite info section. You may also encourage members to resize the image by using the grow and shrink tools in the toolbox.
unit 2 / activity 1 / working with images
game tech Program guide
boys & girls clubs of america Page 42
9. Tell members that they will now be adding script to the imported image. Explain to them that this script will be similar to the earlier examples they worked on, but the instructions will be triggered differently.
10. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As Club members complete this part of the Activity remind them to save their progress by clicking the save button.
unit 2 / activity 1 / working with images
✂
© 2
009
Boys
& G
irls C
lubs
of A
mer
ica
cut
shar
ein
spire
un
it 2
: m
emb
er a
cti
vit
y c
ha
llen
ges
mem
ber
acti
vit
y c
ha
llen
ge
2un
it
Each
Uni
t 2
Mem
ber
Activ
ity C
halle
nge
has
the
follo
win
g el
emen
ts:
✜✜
Thin
k st
ates
the
goal
of t
he a
ctiv
ity
✜✜
Des
ign
expl
ains
how
to s
tart
the
activ
ity
✜✜
Play
Tes
t exp
lain
s ho
w to
ver
ify th
e ac
tivity
was
co
mpl
eted
suc
cess
fully
To u
se th
e M
embe
r Act
ivity
Cha
lleng
e, c
ut e
ach
shee
t in
hal
f al
ong
the
dott
ed li
ne a
nd d
istr
ibut
e th
em t
o th
e m
embe
r gro
ups.
Each
clu
b m
embe
r will
per
form
ea
ch o
f the
se a
ctiv
ities
, so
mak
e su
re y
ou p
rint e
noug
h co
pies
for a
ll of
you
r mem
bers
.
✂
Thin
k: P
ut to
geth
er th
e sc
ript s
o th
at th
e ca
rtoo
n ca
t dis
appe
ars
from
the
stag
e an
d re
appe
ars
afte
r five
sec
onds
.
Des
ign:
Clic
k on
the
cat
in t
he s
prite
list
and
put
tog
ethe
r th
e sc
ript i
n th
e sc
ripts
are
a by
sele
ctin
g th
e bl
ocks
in th
e ex
ampl
e. A
s yo
u dr
ag b
lock
s cl
ose
to e
ach
othe
r the
y w
ill b
egin
to a
ttac
h. Y
ou
may
hav
e to
cha
nge
the
bloc
ks s
o th
at t
hey
mat
ch t
he e
xam
ple
in th
is w
orks
heet
.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, clic
k th
e gr
een
flag.sh
ow
ing
an
d h
idin
g i
ma
ges
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 1:
PA
RT 2
[Thi
s Ca
rd in
TenT
iona
lly
lefT
bla
nk]
✂
Thin
k: P
ut to
geth
er t
he s
crip
t so
tha
t re
d ci
rcle
dis
appe
ars
from
th
e st
age
whe
n yo
u pr
ess
the
dow
n ar
row
and
rea
ppea
rs w
hen
you
pres
s th
e up
arr
ow.
Des
ign:
Clic
k on
the
red
circ
le in
the
sprit
e lis
t and
put
toge
ther
th
e sc
ript
in t
he s
crip
ts a
rea
by s
elec
ting
the
bloc
ks i
n th
e ex
ampl
e. A
s you
dra
g bl
ocks
clo
se to
eac
h ot
her t
hey
will
beg
in to
at
tach
. You
may
hav
e to
cha
nge
the
bloc
ks so
that
they
mat
ch th
e ex
ampl
e in
this
wor
kshe
et.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
pre
ss t
he
up a
nd d
own
arro
ws.
sho
win
g a
nd
hid
ing
im
ag
esMe
Mber
Act
ivit
y ch
Alle
nge
2un
it UN
IT 2
AC
TIv
ITy
1: P
ART
3
Thin
k: P
ut t
oget
her
the
scrip
t so
tha
t im
age
nam
ed “
web
cat
” di
sapp
ears
from
the
stag
e w
hen
you
clic
k it.
Des
ign:
Clic
k on
the
“web
cat
” in
the
sprit
e lis
t and
put
toge
ther
th
e sc
ript
in t
he s
crip
ts a
rea
by s
elec
ting
the
bloc
ks i
n th
e ex
ampl
e. A
s you
dra
g bl
ocks
clo
se to
eac
h ot
her t
hey
will
beg
in to
at
tach
. You
may
hav
e to
cha
nge
the
bloc
ks so
that
they
mat
ch th
e ex
ampl
e in
this
wor
kshe
et.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, clic
k th
e im
age
of th
e “w
eb c
at” l
ocat
ed o
n th
e st
age.
sho
win
g a
nd
hid
ing
im
ag
esMe
Mber
Act
ivit
y ch
Alle
nge
2un
it UN
IT 2
AC
TIv
ITy
1: P
ART
4
game tech Program guide
boys & girls clubs of america Page 46
vocabulary For this Activity, please have the Introducing Scratch poster hanging in the program work space.
introducing scratchPoint out the elements as you read aloud to the members:
Talk about the main components of Scratch Blocks:
unit 2 / activity 2 / working with sound
overviewIn this Activity, members will learn to import, create, and control sounds in Scratch.
goals✜✜ Learn to import sound files into Scratch.
✜✜ Discover how to record sounds in Scratch.
✜✜ Learn to play sound files using scripts.
outcomesAt the end of Unit 2, Activity 2, “Working with Sound,” members will have:
✜✜ Imported a sound file into Scratch.
✜✜ Recorded sounds in Scratch.
✜✜ Played a sound file using scripts.
✜✜ hats
✜✜ stacks
✜✜ reporters
✜✜ sprites
✜✜ motion
✜✜ sound
✜✜ looks
✜✜ controls
✜✜ sensing
✜✜ numbers
✜✜ variables
22unitactivity
working with sound
Sound Blocks trigger sounds you have recorded or imported into your computer.
game tech Program guide
boys & girls clubs of america Page 47
materials✜✜ Scratch Reference Guide: http://info.scratch.
mit.edu/Support
✜✜ Member Activity Challenge: Unit 2 Activity 2: Part 1
✜✜ Member Activity Challenge: Unit 2 Activity 2: Part 2
instructionspart 1: ImportInG sound
1. Begin part one of this Activity by instructing Club members to open Scratch.
2. Instruct members to name the cartoon orange cat by using the text box in the current sprite info part of the workspace. Tell them to name the cat “orange cat.”
3. Explain that Scratch includes a number of sound effects that they can use for projects, such as games.
4. Instruct members to click the sounds tab in order to see the current list of sounds. There should only be one sound available, which you may encourage Club members to test by clicking the play button.
5. Tell members that in order to access other sounds they have to click the import button. Once the import sound pop-up window appears, instruct them to select the “human” folder.
unit 2 / activity 2 / working with sound
game tech Program guide
boys & girls clubs of america Page 48
6. Instruct members to choose the “Laugh-male 2” sound from the “human” folder and click the OK button to select it. The import sound pop-up window should disappear and the sound they selected should appear in the sounds tab.
7. Explain to members that naming sounds is as important as naming sprites. Luckily, sounds that are part of Scratch already have names so that they can be told when to play.
8. Instruct members to return to the scripts tab by clicking scripts.
9. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As members complete this part of the Activity remind them to save their progress by clicking the save button.
10. Before moving on, make sure that all of the Club members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 2 / working with sound
game tech Program guide
boys & girls clubs of america Page 49
part 2: recordInG a sound
1. Start this part of the Activity by telling Club members that besides playing sounds, Scratch allows them to record their own sounds.
2. Instruct members to open a new file by selecting New from the File menu.
3. Instruct members to name the cartoon orange cat by using the text box in the current sprite info part of the workspace. Tell them to name the cat “orange cat.”
4. Explain that in order to record sounds they have to click the sounds tab and then click the record button.
5. Once the sound recorder pop-up window appears explain the controls to members.
6. Tell members once they have recorded a sound they are happy with to click the OK button. The sound recorder pop-up window should disappear and the sound they recorded should appear in the sounds tab.
7. Instruct members to name the sound they recorded “my sound”.
8. Instruct members to return to the scripts tab by clicking scripts.
unit 2 / activity 2 / working with sound
game tech Program guide
boys & girls clubs of america Page 50
9. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As they complete this part of the Activity remind them to save their progress by clicking the save button.
10. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 2 / working with sound
✂
© 2
009
Boys
& G
irls C
lubs
of A
mer
ica
cut
shar
ein
spire
un
it 2
: m
emb
er a
cti
vit
y c
ha
llen
ges
mem
ber
acti
vit
y c
ha
llen
ge
2un
it
Each
Uni
t 2
Mem
ber
Activ
ity C
halle
nge
has
the
follo
win
g el
emen
ts:
✜✜
Thin
k st
ates
the
goal
of t
he a
ctiv
ity
✜✜
Des
ign
expl
ains
how
to s
tart
the
activ
ity
✜✜
Play
Tes
t exp
lain
s ho
w to
ver
ify th
e ac
tivity
was
co
mpl
eted
suc
cess
fully
To u
se th
e M
embe
r Act
ivity
Cha
lleng
e, c
ut e
ach
shee
t in
hal
f al
ong
the
dott
ed li
ne a
nd d
istr
ibut
e th
em t
o th
e m
embe
r gro
ups.
Each
clu
b m
embe
r will
per
form
ea
ch o
f the
se a
ctiv
ities
, so
mak
e su
re y
ou p
rint e
noug
h co
pies
for a
ll of
you
r mem
bers
.
✂
Thin
k: P
ut t
oget
her
the
scrip
t so
tha
t th
e ca
rtoo
n ca
t la
ughs
w
hen
you
pres
s th
e sp
ace
key.
Des
ign:
Clic
k on
the
car
toon
cat
in t
he s
prite
list
and
the
n pu
t to
geth
er t
he s
crip
t in
the
scr
ipts
are
a by
sel
ectin
g th
e bl
ocks
in
the
exam
ple.
As
you
drag
blo
cks
clos
e to
eac
h ot
her
they
will
be
gin
to a
ttac
h. Y
ou m
ay h
ave
to c
hang
e th
e bl
ocks
so
that
they
m
atch
the
exam
ple
in th
is w
orks
heet
.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, pre
ss t
he
spac
e ke
y.wo
rk
ing
wit
h s
ou
nd
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 2:
PA
RT 1
Thin
k: P
ut t
oget
her
the
scrip
t so
tha
t ca
t pl
ays
the
soun
d yo
u re
cord
ed fi
ve ti
mes
whe
n yo
u cl
ick
the
gree
n fla
g.
Des
ign:
Clic
k on
the
cat i
n th
e sp
rite
list a
nd th
en p
ut to
geth
er th
e sc
ript i
n th
e sc
ripts
are
a by
sele
ctin
g th
e bl
ocks
in th
e ex
ampl
e. A
s yo
u dr
ag b
lock
s cl
ose
to e
ach
othe
r the
y w
ill b
egin
to a
ttac
h. Y
ou
may
hav
e to
cha
nge
the
bloc
ks s
o th
at t
hey
mat
ch t
he e
xam
ple
in th
is w
orks
heet
.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, pre
ss t
he
up a
nd d
own
arro
ws.
wo
rk
ing
wit
h s
ou
nd
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 2:
PA
RT 2
game tech Program guide
boys & girls clubs of america Page 53
vocabulary For this Activity, please have the Introducing Scratch poster hanging in the program work space.
introducing scratchPoint out the elements as you read aloud to the members:
Talk about the main components of Scratch Blocks:
unit 2 / activity 3 / working with motion
overviewIn this Activity, members will learn about the concepts and techniques required to move sprites on the Scratch stage.
goals✜✜ Learn to use coordinates to position and move sprites.
✜✜ Become familiar with motion in Scratch.
✜✜ Discover the use of direction in Scratch.
outcomesAt the end of Unit 2, Activity 3, “Working with Motion,” members will have:
✜✜ Learned how to use coordinates to move sprites on the stage.
✜✜ Used Motion Blocks to move sprites.
✜✜ Learned to use direction scripts to move sprites.
✜✜ hats
✜✜ stacks
✜✜ reporters
✜✜ sprites
✜✜ motion
✜✜ sound
✜✜ looks
✜✜ controls
✜✜ sensing
✜✜ numbers
✜✜ variables
23unitactivity
working with motion
Motion Blocks control the movement of Sprites.
Sprites are the images and sounds that you work with in Scratch. In order for a picture to appear in a scene, you must make a sprite. Sprites can be pictures you scan, photograph or draw.
game tech Program guide
boys & girls clubs of america Page 54
instructionspart 1: understandInG coordInates
1. Start part one of the Activity by instructing Club members to open Scratch.
2. Tell members that before understanding how to move an object they need to understand how the stage is built.
3. Direct members to the mouse x and mouse y display that sits below the stage on the right hand side. Instruct them to look at the readout as they move the mouse around the stage.
4. Tell members that it is important to understand how x and y coordinates work because Scratch uses x and y to move objects and place them at specific x and y coordinates on the stage.
5. Instruct members to click on the motion block in the block palette.
unit 2 / activity 3 / working with motion
materials✜✜ Scratch Reference Guide: http://info.scratch.
mit.edu/Support
✜✜ Member Activity Challenge: Unit 2 Activity 3: Part 1
✜✜ Member Activity Challenge: Unit 2 Activity 3: Part 2
✜✜ Member Activity Challenge: Unit 2 Activity 3: Part 3
game tech Program guide
boys & girls clubs of america Page 55
6. Direct members’ attention to the x position and y position check boxes at the bottom of the block palette. Instruct them to click these boxes. Two monitors should appear on the stage with details on the x and y position of the cat.
7. Explain that these monitors are used to find out where a sprite sits on the stage, which in this case is the cat at x equals zero and y equals zero.
8. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As they complete this part of the Activity remind them to save their progress by clicking the save button.
9. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 3 / working with motion
game tech Program guide
boys & girls clubs of america Page 56
part 2: BasIc motIon
1. Start part two of this Activity by telling Club members that now that they know about the basics of x and y coordinates, they are going use changes in x and y to move a sprite.
2. Instruct members to start a new file by selecting New from the File menu.
3. Instruct members to name the cartoon orange cat by using the text box in the current sprite info part of the workspace. Tell them to name the cat “orange cat.”
4. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As they complete this part of the Activity remind them to save their progress by clicking the save button.
5. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 3 / working with motion
game tech Program guide
boys & girls clubs of america Page 57
part 3: motIon and dIrectIon
1. Start part three of this Activity by telling your Club members that the final motion script will show them how to change a sprite’s direction.
2. Instruct members to start a new file by selecting New from the File menu.
3. Instruct members to name the cartoon orange cat by using the text box in the current sprite info part of the workspace. Tell them to name the cat “orange cat.”
4. Direct your members’ attention to the rotation style buttons. Tell them to move their mouse over each of the buttons so that the button title appears. You may also encourage them to click the buttons to see a preview of the rotation styles.
5. Tell members that they may also preview direction by clicking sprite in the current sprite info section and using the mouse to change its direction. The cat on the stage will change as the mouse is moved. In addition, the current sprite info section lists the direction the cat is facing in.
6. Instruct members to return the cat to its original position by double-clicking the sprite in the current sprite info section.
7. Explain that the choice of rotation style depends on what they want their object to do. Tell members that for this example, they must select the only face left-right button.
8. Direct members’ attention to the direction check box at the bottom of the block palette. Instruct them to click this box. A monitor should appear on the stage with details on the direction of the cat. Explain that this monitors is used to find out what direction a sprite is facing, which in this case is the cat positive 90.
unit 2 / activity 3 / working with motion
game tech Program guide
boys & girls clubs of america Page 58
9. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As they complete this part of the Activity, remind them to save their progress by clicking the save button.
10. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 3 / working with motion
✂
© 2
009
Boys
& G
irls C
lubs
of A
mer
ica
cut
shar
ein
spire
un
it 2
: m
emb
er a
cti
vit
y c
ha
llen
ges
mem
ber
acti
vit
y c
ha
llen
ge
2un
it
Each
Uni
t 2
Mem
ber
Activ
ity C
halle
nge
has
the
follo
win
g el
emen
ts:
✜✜
Thin
k st
ates
the
goal
of t
he a
ctiv
ity
✜✜
Des
ign
expl
ains
how
to s
tart
the
activ
ity
✜✜
Play
Tes
t exp
lain
s ho
w to
ver
ify th
e ac
tivity
was
co
mpl
eted
suc
cess
fully
To u
se th
e M
embe
r Act
ivity
Cha
lleng
e, c
ut e
ach
shee
t in
hal
f al
ong
the
dott
ed li
ne a
nd d
istr
ibut
e th
em t
o th
e m
embe
r gro
ups.
Each
clu
b m
embe
r will
per
form
ea
ch o
f the
se a
ctiv
ities
, so
mak
e su
re y
ou p
rint e
noug
h co
pies
for a
ll of
you
r mem
bers
.
✂
Thin
k: P
ut t
oget
her
the
scrip
t so
tha
t th
e ca
rtoo
n ca
t m
oves
to
spec
ific
loca
tions
on
the
stag
e w
hen
you
pres
s th
e up
, dow
n, le
ft
and
right
arr
ow k
eys.
Des
ign:
Clic
k on
the
car
toon
cat
in t
he s
prite
list
and
the
n pu
t to
geth
er t
he s
crip
t in
the
scr
ipts
are
a by
sel
ectin
g th
e bl
ocks
in
the
exam
ple.
As
you
drag
blo
cks
clos
e to
eac
h ot
her
they
will
be
gin
to a
ttac
h. Y
ou m
ay h
ave
to c
hang
e th
e bl
ocks
so
that
they
m
atch
the
exam
ple
in th
is w
orks
heet
.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, pre
ss t
he
up, d
own,
left
and
righ
t key
s.
wo
rk
ing
wit
h m
oti
on
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 3:
PA
RT 1
Thin
k: P
ut to
geth
er th
e sc
ript s
o th
at c
at p
lays
mov
es a
roun
d th
e st
age
whe
n yo
u cl
ick
the
up, d
own,
left
and
righ
t arr
ow k
eys.
Des
ign:
Clic
k on
the
cat i
n th
e sp
rite
list a
nd th
en p
ut to
geth
er th
e sc
ript i
n th
e sc
ripts
are
a by
sele
ctin
g th
e bl
ocks
in th
e ex
ampl
e. A
s yo
u dr
ag b
lock
s cl
ose
to e
ach
othe
r the
y w
ill b
egin
to a
ttac
h. Y
ou
may
hav
e to
cha
nge
the
bloc
ks s
o th
at t
hey
mat
ch t
he e
xam
ple
in th
is w
orks
heet
.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, pre
ss t
he
up a
nd d
own
arro
ws
keys
.
wo
rk
ing
wit
h m
oti
on
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 3:
PA
RT 2
✂
Thin
k: P
ut to
geth
er th
e sc
ript s
o th
at c
at fa
ces
the
dire
ctio
n it
is
mov
ing
whe
n yo
u cl
ick
the
up, d
own,
left
and
righ
t arr
ow k
eys.
Des
ign:
Clic
k on
the
cat i
n th
e sp
rite
list a
nd th
en p
ut to
geth
er th
e sc
ript i
n th
e sc
ripts
are
a by
sele
ctin
g th
e bl
ocks
in th
e ex
ampl
e. A
s yo
u dr
ag b
lock
s cl
ose
to e
ach
othe
r the
y w
ill b
egin
to a
ttac
h. Y
ou
may
hav
e to
cha
nge
the
bloc
ks s
o th
at t
hey
mat
ch t
he e
xam
ple
in th
is w
orks
heet
.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, pre
ss t
he
up a
nd d
own
arro
ws
keys
.
wo
rk
ing
wit
h m
oti
on
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 3:
PA
RT 3
[Thi
s Ca
rd in
TenT
iona
lly
lefT
bla
nk]
game tech Program guide
boys & girls clubs of america Page 62
vocabulary For this Activity, please have the Introducing Scratch poster hanging in the program work space.
introducing scratchPoint out the elements as you read aloud to the members:
Talk about the main components of Scratch Blocks:
unit 2 / activity 4 / working with animation
overviewIn this Activity, members will learn to create animations using sprites and scripts. Animations in Scratch involve changing sprites using costumes. In Scratch, animations also include creating speech and thought bubbles.
goals✜✜ Learn about saying and thinking animations.
✜✜ Become familiar with costumes.
✜✜ Create scripts to create animations using sprites and costumes.
outcomesAt the end of Unit 2, Activity 4, “Working with Animation,” members will have:
✜✜ Created say and think animations.
✜✜ Imported image files to create costumes.
✜✜ Created scripts using sprites and costumes.
✜✜ hats
✜✜ stacks
✜✜ reporters
✜✜ sprites
✜✜ motion
✜✜ sound
✜✜ looks
✜✜ controls
✜✜ sensing
✜✜ numbers
✜✜ variables
24unitactivity
working with animation
Control Blocks tell your program what to do when something happens in your game.
Motion Blocks control the movement of Sprites.
Sprites are the images and sounds that you work with in Scratch. In order for a picture to appear in a scene, you must make a sprite. Sprites can be pictures you scan, photograph or draw.
game tech Program guide
boys & girls clubs of america Page 63
instructionspart 1: sayInG and thInkInG
1. Start part one of the the Activity by instructing Club members to open Scratch.
2. Instruct members to click on the choose new sprite from file button. Once the new sprite pop-up window appears, instruct members to double-click the “animals” folder.
3. Instruct members to choose the yellow cartoon duck and click OK to select it. The new sprite pop-up window should disappear and the duck should appear on the stage and the sprite list.
4. Instruct members to name the duck by using the text box in the current sprite info section. Tell them to name the duck “feathers.”
5. Instruct members to click on the cat sprite in the sprite list and name it “whiskers” by using the text box in the current sprite info section.
unit 2 / activity 4 / working with animation
materials✜✜ Scratch Reference Guide: http://info.scratch.
mit.edu/Support
✜✜ Member Activity Challenge: Unit 2 Activity 4: Part 1
✜✜ Member Activity Challenge: Unit 2 Activity 4: Part 2
game tech Program guide
boys & girls clubs of america Page 64
6. Tell members that they will be changing the direction of the duck so that it is facing left instead of right. Instruct them to click the face left-right rotation style button and then click and rotate the sprite in the current sprite info section. Members should now have the cat facing right and the duck facing left.
7. Instruct members to position the cat and the duck so that they are facing each other.
8. Encourage members to adjust the sizes of the sprites using the grow and shrink buttons in the toolbar so that the cat and duck are about the same size.
unit 2 / activity 4 / working with animation
game tech Program guide
boys & girls clubs of america Page 65
9. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As they complete this part of the Activity, remind them to save their progress by clicking the save button.
10. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 4 / working with animation
game tech Program guide
boys & girls clubs of america Page 66
part 2: anImatIon
1. Explain to Club members that in order to create a sense of movement animators piece together several images that are shown to us very quickly. The more images that are used the more real the animation appears to be. Tell member that they will be creating an animation using two images, which are called costumes in Scratch.
2. Instruct members to open a new file by selecting New from the File menu.
3. Instruct members to delete the orange cartoon cat from the stage using the delete tool.
4. Instruct members to click on the choose new sprite from file button. Once the new sprite pop-up window appears, tell members to choose the cartoon bat with its wings extended from the “animals” folder. Instruct members to click OK to select it. The new sprite pop-up window should disappear and the selected bat should appear on the stage and in the sprite list.
5. Instruct member to click on the costumes tab and click the import button. Once the import sprite pop-up window appears tell them to choose the cartoon bat with its wings down. Instruct members to click OK to select it. The import sprite pop-up window shoud disappear and the selected bat costume should appear in the costumes tab.
6. Explain that they can use the costumes tab to create, import, edit, copy and delete costumes for their sprites.
7. Instruct members to click on the scripts tab to return to the scirpts area.
unit 2 / activity 4 / working with animation
game tech Program guide
boys & girls clubs of america Page 67
8. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As they complete this part of the Activity, remind them to save their progress by clicking the save button.
9. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 4 / working with animation
✂
© 2
009
Boys
& G
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cut
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it 2
: m
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it
Each
Uni
t 2
Mem
ber
Activ
ity C
halle
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the
follo
win
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emen
ts:
✜✜
Thin
k st
ates
the
goal
of t
he a
ctiv
ity
✜✜
Des
ign
expl
ains
how
to s
tart
the
activ
ity
✜✜
Play
Tes
t exp
lain
s ho
w to
ver
ify th
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tivity
was
co
mpl
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suc
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To u
se th
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hal
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em t
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e m
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Each
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embe
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se a
ctiv
ities
, so
mak
e su
re y
ou p
rint e
noug
h co
pies
for a
ll of
you
r mem
bers
.
✂
Thin
k: P
ut to
geth
er th
e sc
ript s
o th
at th
e ca
t and
the
duck
hav
e a
conv
ersa
tion.
Des
ign:
Clic
k on
the
cart
oon
cat i
n th
e sp
rite
list a
nd p
ut to
geth
er
the
scrip
t in
the
scr
ipts
are
a by
sel
ectin
g th
e bl
ocks
in t
he “c
at”
exam
ple.
The
n cl
ick
on d
uck
in th
e sp
rite
list a
nd p
ut to
geth
er th
e sc
ripts
are
a by
sel
ectin
g th
e bl
ocks
in th
e “d
uck”
exa
mpl
e. A
s yo
u dr
ag b
lock
s clo
se to
eac
h ot
her t
hey
will
beg
in to
att
ach.
You
may
ha
ve to
cha
nge
the
bloc
ks s
o th
at th
ey m
atch
the
exam
ple
in th
is
wor
kshe
et.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, clic
k th
e gr
een
flag.w
or
kin
g w
ith
an
ima
tio
nMe
Mber
Act
ivit
y ch
Alle
nge
2un
it UN
IT 2
AC
TIv
ITy
4: P
ART
1
Thin
k: P
ut to
geth
er th
e sc
ript s
o th
at b
at m
oves
aro
und
the
stag
e an
d be
com
es a
nim
ated
whe
n yo
u cl
ick
the
left
and
rig
ht a
rrow
ke
ys.
Des
ign:
Clic
k on
the
bat
in t
he s
prite
list
and
the
n pu
t to
geth
er
the
scrip
t in
the
scrip
ts a
rea
by s
elec
ting
the
corr
ect b
lock
s in
the
exam
ple.
As y
ou d
rag
bloc
ks c
lose
to e
ach
othe
r the
y w
ill b
egin
to
atta
ch. Y
ou m
ay h
ave
to c
hang
e th
e bl
ocks
so th
at th
ey m
atch
the
imag
e on
this
wor
kshe
et.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, pre
ss t
he
left
and
righ
t arr
ows
keys
.
wo
rk
ing
wit
h a
nim
ati
on
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 4:
PA
RT 2
game tech Program guide
boys & girls clubs of america Page 70
vocabulary For this Activity, please have the Introducing Scratch poster hanging in the program work space.
introducing scratchPoint out the elements as you read aloud to the members:
Talk about the main components of Scratch Blocks:
unit 2 / activity 5 / working with sensing
overviewIn this Activity, members will learn about the concepts and techniques required to create interactions between objects.
goals✜✜ Learn how objects sense each other in Scratch.
✜✜ Learn how sensing can control objects.
✜✜ Learn how sensing can create obstacles for game design.
outcomesAt the end of Unit 2, Activity 5, “Working with Sensing,” members will have:
✜✜ Created a sprite that is sensed by another sprite.
✜✜ Created a sprite that controls the appearance of another sprite with sensing.
✜✜ Created a sprite that obstructs another sprite with sensing.
✜✜ hats
✜✜ stacks
✜✜ reporters
✜✜ sprites
✜✜ motion
✜✜ sound
✜✜ looks
✜✜ controls
✜✜ sensing
✜✜ numbers
✜✜ variables
25unitactivity
working with sensing
Sensing Blocks check to see what the player is doing with the keyboard keys or mouse, and also checks to see what might be happening between Sprites.
Sprites are the images and sounds that you work with in Scratch. In order for a picture to appear in a scene, you must make a sprite. Sprites can be pictures you scan, photograph or draw.
game tech Program guide
boys & girls clubs of america Page 71
instructionspart 1: BasIc sensInG
1. Start part one of the Activity by instructing Club members to open Scratch.
2. Instruct members to name the orange cartoon cat by using the text box in the current sprite info part of the workspace. Tell them to name the cat “orange cat.”
3. Instruct members to click the paint new sprite button. Once the paint editor pop-up window has opened, instruct them to select the color red from the color palette and then click on the rectangle tool in the toolbar.
4. Instruct members to create a square in the canvas section by holding down the shift button on the keyboard as they drag the mouse. Explain that the shift button can be used in the paint editor to create perfect squares, circles, and straight lines.
5. Instruct members to click on the OK button in order to save the square to the sprite list. The paint editor pop-up window should disappear and the square should appear on the stage and in the sprite list.
6. Instruct members to name the square “red square” using the textbox in the current sprite info section.
unit 2 / activity 5 / working with sensing
materials✜✜ Scratch Reference Guide: http://info.scratch.
mit.edu/Support
✜✜ Member Activity Challenge: Unit 2 Activity 5: Part 1
✜✜ Member Activity Challenge: Unit 2 Activity 5: Part 2
game tech Program guide
boys & girls clubs of america Page 72
7. Instruct members to position the cat and the red square on opposite sides of the stage.
8. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As they complete this part of the Activity, remind them to save their progress by clicking the save button.
9. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 5 / working with sensing
game tech Program guide
boys & girls clubs of america Page 73
part 2: creatInG oBstacles wIth sensInG
1. Start part two of the Activity by telling Club members that besides using sensing to trigger actions or events in Scratch, sensing can also be used to create obstacles.
2. Instruct members to open a new file by selectingn New from the File menu.
3. Instruct members to name the orange cartoon cat by using the text box in the current sprite info part of the workspace. Tell them to name the cat “orange cat.”
4. Instruct members to click the paint new sprite button. Once the paint editor pop-up window has opened, instruct them to click on the line tool in the toolbar and create a straight vertical line by holding down the shift button on the keyboard as they drag the mouse.
5. Remind members that the shift button can be used in the paint editor to create perfect squares, circles and straight lines.
6. Instruct members to click on the OK button in order to save the line. The paint editor pop-up window should disappear and the line should appear on the stage and in the sprite list.
7. Instruct members to name the line by using the text box in the current sprite info part of the workspace. Tell them to name the line “border line.”
8. Instruct members to position the cat and the line so they are at opposite sides of the stage.
9. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As they complete this part of the Activity, remind them to save their progress by clicking the save button.
10. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 5 / working with sensing
✂
© 2
009
Boys
& G
irls C
lubs
of A
mer
ica
cut
shar
ein
spire
un
it 2
: m
emb
er a
cti
vit
y c
ha
llen
ges
mem
ber
acti
vit
y c
ha
llen
ge
2un
it
Each
Uni
t 2
Mem
ber
Activ
ity C
halle
nge
has
the
follo
win
g el
emen
ts:
✜✜
Thin
k st
ates
the
goal
of t
he a
ctiv
ity
✜✜
Des
ign
expl
ains
how
to s
tart
the
activ
ity
✜✜
Play
Tes
t exp
lain
s ho
w to
ver
ify th
e ac
tivity
was
co
mpl
eted
suc
cess
fully
To u
se th
e M
embe
r Act
ivity
Cha
lleng
e, c
ut e
ach
shee
t in
hal
f al
ong
the
dott
ed li
ne a
nd d
istr
ibut
e th
em t
o th
e m
embe
r gro
ups.
Each
clu
b m
embe
r will
per
form
ea
ch o
f the
se a
ctiv
ities
, so
mak
e su
re y
ou p
rint e
noug
h co
pies
for a
ll of
you
r mem
bers
.
✂
Thin
k: P
ut to
geth
er th
e sc
ript s
o th
at re
d sq
uare
dis
appe
ars w
hen
the
cat t
ouch
es it
.
Des
ign:
Clic
k on
the
cart
oon
cat i
n th
e sp
rite
list a
nd p
ut to
geth
er
the
scrip
t in
the
scr
ipts
are
a by
sel
ectin
g th
e bl
ocks
in t
he “c
at”
exam
ple.
The
n cl
ick
on s
quar
e in
the
spr
ite li
st a
nd p
ut to
geth
er
the
scrip
t in
the
scrip
ts a
rea
by se
lect
ing
the
bloc
ks in
the
“squ
are”
ex
ampl
e. A
s you
dra
g bl
ocks
clo
se to
eac
h ot
her t
hey
will
beg
in to
at
tach
. You
may
hav
e to
cha
nge
the
bloc
ks s
o th
at
they
mat
ch th
e ex
ampl
e in
this
wor
kshe
et.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng
corr
ectly
, clic
k th
e gr
een
flag
and
mov
e th
e ca
t to
war
ds th
e sq
uare
by
usin
g th
e rig
ht a
rrow
key
.
wo
rk
ing
wit
h s
ensi
ng
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 5:
PA
RT 1
Thin
k: P
ut t
oget
her
the
scrip
t so
tha
t ca
t ca
nnot
mov
e pa
st t
he
line.
Des
ign:
Clic
k on
the
cat
in t
he s
prite
list
and
the
n pu
t to
geth
er
the
scrip
t in
the
scrip
ts a
rea
by s
elec
ting
the
corr
ect b
lock
s in
the
exam
ple.
As y
ou d
rag
bloc
ks c
lose
to e
ach
othe
r the
y w
ill b
egin
to
atta
ch. Y
ou m
ay h
ave
to c
hang
e th
e bl
ocks
so th
at th
ey m
atch
the
imag
e on
this
wor
kshe
et.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is w
orki
ng c
orre
ctly
, clic
k th
e gr
een
flag
and
then
pre
ss t
he r
ight
arr
ow k
eys
to m
ove
the
cat
tow
ards
the
line.
wo
rk
ing
wit
h s
ensi
ng
MeMb
er A
ctiv
ity
chAl
leng
e2u
nit U
NIT
2 A
CTI
vIT
y 5:
PA
RT 2
game tech Program guide
boys & girls clubs of america Page 76
vocabulary For this Activity, please have the Introducing Scratch poster hanging in the program work space.
introducing scratchPoint out the elements as you read aloud to the members:
Talk about the main components of Scratch Blocks:
unit 2 / activity 6 / working with backgrounds
overviewIn this Activity, members will learn how to work with backgrounds. They will import image files and create new image files to use as backgrounds. They will also learn to control backgrounds using scripts.
goals✜✜ Learn to import image files to create new backgrounds.
✜✜ Discover how to create new images to serve as backgrounds.
✜✜ Create a script to control the background.
outcomesAt the end of Unit 2, Activity 6, “Working with Backgrounds,” members will have:
✜✜ Imported a file to create a new background.
✜✜ Created a sprite that is then used as a background.
✜✜ Made a script to control the background.
✜✜ hats
✜✜ stacks
✜✜ reporters
✜✜ sprites
✜✜ motion
✜✜ sound
✜✜ looks
✜✜ controls
✜✜ sensing
✜✜ numbers
✜✜ variables
26unitactivity
working with backgrounds
Sprites are the images and sounds that you work with in Scratch. In order for a picture to appear in a scene, you must make a sprite. Sprites can be pictures you scan, photograph or draw.
Control Blocks tell your program what to do when something happens in your game.
game tech Program guide
boys & girls clubs of america Page 77
instructionspart 1: chanGInG BackGrounds
1. Start the Activity by instructing Club members to open Scratch.
2. Instruct members to name the orange cartoon cat by using the text box in the current sprite info part of the workspace. Tell them to name the cat “orange cat.”
3. Instruct members to click on the stage icon in the sprite list. Tell them that the stage is like any other sprite in Scratch, except that it cannot be moved with motion blocks.
4. Instruct members to click on the backgrounds tab. Tell them that this is where they can create, import, edit, and delete backgrounds they want to use for the stage. Tell members that for this example they will be importing backgrounds.
5. Instruct members to click on the import button. Once the import background pop-up window appears, instruct members to select the “party room” from the “indoors” folder and click the OK button. The import background pop-up window will disappear and the “party room” background will appear in the backgrounds tab.
unit 2 / activity 6 / working with backgrounds
materials✜✜ Scratch Reference Guide: http://info.scratch.
mit.edu/Support
✜✜ Member Activity Challenge: Unit 2 Activity 6: Part 1
game tech Program guide
boys & girls clubs of america Page 78
6. Tell members to select two more backgrounds of their choosing.
7. Instruct members to click on the original white background in the backgrounds tab and delete it using the delete this costume button. They should see the party room as the background for their stage.
8. Instruct members to click on the cat in the sprites list and then click the scripts tab to return to the scripts area.
9. Pass out the Member Activity Challenge for this script and instruct members to assemble the script as shown in the handout. As members complete this part of the Activity, remind them to save their progress by clicking the save button.
10. Before moving on, make sure that all of the members have a completed working script. If some members finish before others, encourage them to experiment with the script by changing the values or the actions that trigger the script. Additionally, you may suggest that they help others who are having trouble.
unit 2 / activity 6 / working with backgrounds
✂
© 2
009
Boys
& G
irls C
lubs
of A
mer
ica
cut
shar
ein
spire
un
it 2
: m
emb
er a
cti
vit
y c
ha
llen
ges
mem
ber
acti
vit
y c
ha
llen
ge
2un
it
Each
Uni
t 2
Mem
ber
Activ
ity C
halle
nge
has
the
follo
win
g el
emen
ts:
✜✜
Thin
k st
ates
the
goal
of t
he a
ctiv
ity
✜✜
Des
ign
expl
ains
how
to s
tart
the
activ
ity
✜✜
Play
Tes
t exp
lain
s ho
w to
ver
ify th
e ac
tivity
was
co
mpl
eted
suc
cess
fully
To u
se th
e M
embe
r Act
ivity
Cha
lleng
e, c
ut e
ach
shee
t in
hal
f al
ong
the
dott
ed li
ne a
nd d
istr
ibut
e th
em t
o th
e m
embe
r gro
ups.
Each
clu
b m
embe
r will
per
form
ea
ch o
f the
se a
ctiv
ities
, so
mak
e su
re y
ou p
rint e
noug
h co
pies
for a
ll of
you
r mem
bers
.
✂
Thin
k: P
ut to
geth
er th
e sc
ript s
o th
at b
ackg
roun
ds c
hang
e as
the
cat m
oves
from
one
sce
ne to
the
next
.
Des
ign:
Clic
k on
the
cart
oon
cat i
n th
e sp
rite
list a
nd p
ut to
geth
er
the
scrip
t in
the
scr
ipts
are
a by
sel
ectin
g th
e bl
ocks
in t
he “c
at”
exam
ple.
The
n cl
ick
on s
tage
in t
he s
prite
list
and
put
tog
ethe
r th
e sc
ript i
n th
e sc
ripts
are
a by
sel
ectin
g th
e bl
ocks
in th
e “s
tage
” ex
ampl
e. A
s yo
u dr
ag b
lock
s cl
ose
to e
ach
othe
r th
ey w
ill b
egin
to
att
ach.
You
may
hav
e to
cha
nge
the
bloc
ks s
o th
at th
ey m
atch
the
exam
ple
in th
is w
orks
heet
.
Play
Tes
t: T
o m
ake
sure
the
scr
ipt
is
wor
king
cor
rect
ly, c
lick
the
gree
n fla
g an
d m
ove
the
cat
as f
ar a
s yo
u ca
n ac
ross
the
sta
ge b
y us
ing
the
right
ar
row
key
.wo
rk
ing
wit
h b
ack
gr
ou
nd
sMe
Mber
Act
ivit
y ch
Alle
nge
2un
it UN
IT 2
AC
TIv
ITy
6: P
ART
1
[Thi
s Ca
rd in
TenT
iona
lly
lefT
bla
nk]
game tech Program guide
boys & girls clubs of america Page 81
Now that your members have completed the Game Tech program and have a basic understanding of game design and Scratch, they may want to take more time to experiment with creating games of their own.
This appendix includes Scratch Recipe Cards and Game Action Cards to help members think about different actions that are a regular part of video games, like jumping or racing, and learn how to program those actions into their games.
Remember to encourage members to follow the game design process as they create their original games using Scratch.
✜✜ Think: Members can work independently or in groups to think about an original game that they would like to create. Encourage them to visit the Scratch website to look at similar games to the one they want to make.
✜✜ Design: Members should choose the Game Action Cards that apply to their games and the Scratch Recipe Cards associated with those actions. Help them as they struggle through the complex programming challenges that arise by reminding them to look to similar Scratch games on the website. Members can download the scripts for those games to get help and inspiration with programming.
✜✜ Play Test: Invite members to swap games with other players or groups and watch another group play their game to see what problems arise and how it could be improved.
✜✜ Change: Members can adapt their games based on feedback from the other players and their own observations during the Play Test.
aPPendix / resources
materials✜✜ Scratch Reference Guide: http://info.scratch.
mit.edu/Support
✜✜ Scratch Recipe Cards
✜✜ Game Action Cards
aPPendix: resources
✂
© 2
009
Boys
& G
irls C
lubs
of A
mer
ica
cut
shar
ein
spire
res
ou
rces
: sc
ra
tch
rec
iPe
ca
rd
s
scr
atc
h r
eciP
e ca
rd
s
Each
Scr
atch
Rec
ipe
Card
cov
ers
a pa
rtic
ular
con
cept
or
tec
hniq
ue in
Scr
atch
tha
t w
ill b
e ne
eded
to
mee
t th
e ch
alle
nges
of t
hat A
ctiv
ity. T
he c
once
pts
cove
red
in U
nit
2 w
ill a
lso
have
Scr
atch
Rec
ipe
Card
s th
at
mem
bers
can
use
to
help
the
m r
emem
ber
the
basi
c Sc
ratc
h co
ncep
ts a
nd t
echn
ique
s. Th
ese
will
add
ress
th
e cr
eatio
n of
new
Scr
atch
tech
niqu
es li
ke ju
mpi
ng,
shoo
ting,
pow
er p
elle
ts,
timer
s, sc
orin
g, p
ushi
ng,
dial
og, e
tc.
Each
Scr
atch
Rec
ipe
Card
has
the
follo
win
g el
emen
ts:
✜✜
A d
escr
iptio
n of
wha
t the
blo
ck d
oes
✜✜
An
expl
anat
ion
of th
e sa
mpl
e sc
ript
✜✜
Sugg
estio
ns o
n ho
w to
use
the
bloc
k in
gam
es
To u
se t
he S
crat
ch R
ecip
e Ca
rds,
cut
each
she
et i
n ha
lf al
ong
the
dott
ed li
ne a
nd d
istr
ibut
e th
em to
the
mem
ber g
roup
s. It
’s po
ssib
le th
at se
vera
l or a
ll gr
oups
w
ill w
ant t
o us
e th
e sa
me
Mem
ber A
ctiv
ity C
halle
nge
Card
, so
mak
e su
re y
ou p
rint e
noug
h co
pies
for a
ll of
yo
ur g
roup
s.
res
ou
rces
✂
Wha
t doe
s th
is b
lock
do?
Mov
es s
prite
s fo
rwar
ds o
r bac
kwar
ds o
n th
e st
age
depe
ndin
g on
th
e va
lue
you
ente
r in
the
text
box
. The
blo
ck m
oves
the
sprit
e in
th
e di
rect
ion
it is
faci
ng.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e rig
ht a
rrow
is p
ress
ed, t
urn
right
and
mov
e 10
ste
ps.
Whe
n th
e le
ft a
rrow
is p
ress
ed, t
urn
left
and
mov
e 10
ste
ps.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
This
blo
ck is
use
ful f
or a
ll ki
nds
of a
ctio
ns w
here
giv
ing
the
play
er
cont
rol o
ver t
he m
ovem
ent o
f a s
prite
is n
eces
sary
.
mo
ve
x s
teP
sSc
rAtc
h re
cipe
cAr
d
MO
TIO
N B
LOCK
res
ou
rces
Wha
t doe
s th
is b
lock
do?
Mov
es th
e sp
rite
to a
spe
cific
x a
nd y
pos
ition
on
the
stag
e.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, m
ove
to x
pos
ition
150
and
y
posi
tion
0.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
This
blo
ck is
use
ful w
hen
you
need
put
sprit
es in
spec
ific
plac
es o
n th
e st
age.
For
exa
mpl
e, y
ou c
an a
rran
ge p
oint
s, en
emie
s, po
wer
-up
s or
oth
er g
ame
piec
es o
n th
e st
age
to c
reat
e le
vels
.
go
to
x/y
ScrA
tch
reci
pe c
Ard
MO
TIO
N B
LOCK
res
ou
rces
✂
Wha
t doe
s th
is b
lock
do?
Mov
es t
he s
prite
to
the
loca
tion
of a
noth
er s
prite
or
the
mou
se
poin
ter.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, g
o to
the
pos
ition
of t
he m
ouse
po
inte
r.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
This
blo
ck is
use
ful t
o te
ll sp
rites
whe
re to
go
on th
e st
age
with
out
pres
sing
key
s. Fo
r ex
ampl
e, b
y us
ing
this
blo
ck t
he p
ositi
on o
f th
e m
ouse
can
det
erm
ine
whe
re a
pla
yer
thro
ws
a fo
otba
ll or
ba
seba
ll. Y
ou c
an a
lso
use
this
blo
ck to
cre
ate
an in
tere
stin
g w
ay
to c
ontr
ol a
gam
e pi
ece.
go
to
Po
inte
r/s
Pr
ite
ScrA
tch
reci
pe c
Ard
MO
TIO
N B
LOCK
res
ou
rces
Wha
t doe
s th
is b
lock
do?
Mov
es th
e sp
rite
to a
loca
tion
on th
e st
age
by g
lidin
g.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, g
lide
to a
new
rand
om lo
catio
n on
th
e st
age.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
This
blo
ck i
s us
eful
for
gam
es w
here
you
may
wan
t a
smoo
th
mot
ion.
For
exa
mpl
e, g
ames
that
take
pla
ce u
nder
wat
er o
r in
the
air
may
use
a g
lidin
g m
otio
n to
rep
rese
nt t
he e
nviro
nmen
t th
e ga
me
take
s pl
ace
in.
gli
de
to x
/ySc
rAtc
h re
cipe
cAr
d
MO
TIO
N B
LOCK
res
ou
rces
✂
Wha
t doe
s th
is b
lock
do?
Chan
ges t
he w
ay a
sprit
e lo
oks b
y ch
angi
ng to
a sp
ecifi
c co
stum
e.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, if
the
right
arr
ow is
pre
ssed
, cha
nge
betw
een
cost
umes
one
and
two
ever
y ha
lf se
cond
.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
This
blo
ck is
use
ful i
f you
wan
t to
cre
ate
mor
e th
an o
ne lo
ok fo
r a
gam
e ch
arac
ter.
For
exam
ple,
you
can
cre
ate
a sp
ecia
l pow
er-
up c
ostu
me
for
a ga
me
char
acte
r th
at i
s tr
igge
red
whe
n th
at
char
acte
r pic
ks u
p a
pow
er-u
p.
swit
ch
co
stu
me
ScrA
tch
reci
pe c
Ard
LOO
KS
BLO
CK
res
ou
rces
Wha
t doe
s th
is b
lock
do?
Chan
ges
the
way
a s
prite
look
s by
cha
ngin
g to
the
next
cos
tum
e.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, c
hang
e to
the
next
cos
tum
e ev
ery
quar
ter s
econ
d.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
This
blo
ck is
use
ful i
f you
wan
t to
crea
te a
nim
atio
ns in
you
r gam
e.
For e
xam
ple,
you
can
cre
ate
anim
atio
ns w
here
cha
ract
ers
appe
ar
to ju
mp,
thro
w o
r run
.
nex
t co
stu
me
ScrA
tch
reci
pe c
Ard
LOO
KS
BLO
CK
res
ou
rces
✂
Wha
t doe
s th
is b
lock
do?
Chan
ges
the
size
of a
spr
ite’s
look
s by
a s
peci
fic n
umbe
r.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e do
wn
arro
w k
ey is
pre
ssed
, gro
w b
y 10
, and
whe
n th
e up
arr
ow k
ey is
pre
ssed
, shr
ink
by 1
0.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
This
blo
ck i
s us
eful
if
you
wan
t th
e sp
rite
to g
row
and
shr
ink.
Fo
r exa
mpl
e, y
ou c
an c
reat
e a
gam
e w
here
a c
hara
cter
gro
ws
by
eatin
g po
ints
or p
ower
-ups
.
ch
an
ge
siz
e b
y x
ScrA
tch
reci
pe c
Ard
LOO
KS
BLO
CK
res
ou
rces
Wha
t doe
s th
is b
lock
do?
Chan
ges
the
size
of a
spr
ite’s
look
s by
a p
erce
ntag
e.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, re
turn
the
sprit
e to
its o
rigin
al si
ze.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
This
blo
ck i
s us
eful
if
you
wan
t th
e sp
rite
to g
row
and
shr
ink.
Fo
r exa
mpl
e, y
ou c
an c
reat
e a
gam
e w
here
a c
hara
cter
gro
ws
by
eatin
g po
ints
or p
ower
-ups
.
set
siz
e to
%Sc
rAtc
h re
cipe
cAr
d
LOO
KS
BLO
CK
res
ou
rces
✂
Wha
t doe
s th
is b
lock
do?
Chec
ks to
see
if o
ne s
prite
is to
uchi
ng a
noth
er.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, c
heck
thr
ough
out
the
gam
e w
heth
er o
ne s
prite
is t
ouch
ing
anot
her.
If it
is, p
lay
the
soun
d “m
eow
”.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
Colli
sion
det
ectio
n is
an
impo
rtan
t pa
rt o
f ga
mes
. Kn
owin
g w
heth
er a
spr
ite is
tou
chin
g an
othe
r on
e le
ts y
ou s
ee if
a b
ulle
t ha
s hi
t ano
ther
obj
ect i
n a
shoo
ting
gam
e, o
r in
a ra
cing
gam
e if
you
have
cra
shed
into
ano
ther
car
or t
he s
ide
of th
e tr
ack.
co
llis
ion
ScrA
tch
reci
pe c
Ard
SEN
SIN
G B
LOCK
res
ou
rces
Wha
t doe
s th
is b
lock
do?
Adds
a ti
mer
to th
e st
age.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, re
set t
he ti
mer
to z
ero,
dis
play
the
timer
ons
cree
n an
d st
art c
ount
ing
up.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
Tim
ers
are
a gr
eat
way
for
play
ers—
and
the
gam
e—to
mea
sure
ho
w q
uick
ly t
hey
can
perf
orm
act
ions
, lik
e ge
t to
the
fini
sh li
ne
in a
race
.tim
erSc
rAtc
h re
cipe
cAr
d
SEN
SIN
G B
LOCK
res
ou
rces
✂
Wha
t doe
s th
is b
lock
do?
This
blo
ck c
heck
s to
see
if t
he m
ouse
but
ton
is c
licke
d or
hel
d do
wn.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, c
heck
thro
ugho
ut th
e ga
me
to se
e if
the
mou
se k
ey is
clic
ked
or h
eld
dow
n. If
it is
, mov
e th
e sp
rite
to
the
mou
se p
oint
er’s
loca
tion.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
Bein
g ab
le to
clic
k on
a s
prite
and
mov
e it
com
es in
han
dy w
hen
you
wan
t the
pla
yer t
o be
abl
e to
mov
e, p
lace
, and
arr
ange
item
s on
the
scre
en.mo
use
sen
sin
gSc
rAtc
h re
cipe
cAr
d
SEN
SIN
G B
LOCK
res
ou
rces
Wha
t doe
s th
is b
lock
do?
This
blo
ck a
dds
a sc
ore
to th
e st
age
and
incl
udes
oth
er b
lock
s to
ch
ange
the
scor
e.
Wha
t is
the
scri
pt te
lling
the
spri
te?
In o
rder
to
keep
tra
ck o
f a
scor
e, y
ou m
ust
crea
te a
var
iabl
e. A
va
riabl
e is
just
as
it so
unds
: it
can
vary
(cha
nge)
in v
alue
. In
this
ex
ampl
e, w
e ha
ve c
reat
ed a
var
iabl
e ca
lled
“sco
re” a
nd a
ttac
hed
it to
a s
prite
in t
he g
ame.
Eve
ry t
ime
the
first
spr
ite t
ouch
es a
sp
ecifi
c se
cond
spr
ite, i
t will
incr
ease
the
scor
e by
1.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
Man
y ga
mes
use
sco
ring
as a
way
to
mea
sure
how
wel
l you
are
do
ing,
or
to c
ompa
re t
he p
erfo
rman
ce o
f 2
play
ers.
Cons
ider
ad
ding
a d
iffer
ent s
core
var
iabl
e to
2 sp
rites
in a
two-
play
er g
ame.
sco
re
va
ria
ble
sSc
rAtc
h re
cipe
cAr
d
SEN
SIN
G B
LOCK
res
ou
rces
✂
Wha
t doe
s th
is b
lock
do?
This
blo
ck c
heck
s to
see
if s
omet
hing
in t
he g
ame
is h
appe
ning
, an
d if
it is
, to
prov
ide
furt
her i
nstr
uctio
ns.
Wha
t is
the
scri
pt te
lling
the
spri
te?
Whe
n th
e gr
een
flag
is c
licke
d, c
heck
thro
ugho
ut th
e ga
me
to se
e if
the
sprit
e is
touc
hing
ano
ther
spr
ite. I
f it i
s, ch
ange
the
sprit
e’s
appe
aran
ce to
“cos
tum
e 2”
.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
Mos
t ga
mes
use
“if
stat
emen
ts” t
o ch
eck
to s
ee if
som
e ki
nd o
f co
nditi
on is
fulfi
lled—
gam
es a
re fu
ll of
“if s
tate
men
ts”!
if/t
hen
ScrA
tch
reci
pe c
Ard
CON
TRO
L B
LOCK
res
ou
rces
Wha
t doe
s th
is b
lock
do?
Broa
dcas
ting
and
rece
ivin
g m
essa
ges
lets
spr
ites
send
mes
sage
s to
eac
h ot
her i
n or
der t
o pe
rfor
m c
erta
in a
ctio
ns.
Wha
t is
the
scri
pt te
lling
the
spri
te?
In t
his
exam
ple,
spr
ite1
send
s th
e m
essa
ge “g
otch
a” if
it t
ouch
es
sprit
e2. I
n th
e sc
ript a
ttac
hed
to sp
rite
2, if
it re
ceiv
es th
e m
essa
ge
“got
cha”
, it c
hang
es it
s cos
tum
e to
cos
tum
e2. R
emem
ber t
o at
tach
th
e sc
ripts
to d
iffer
ent s
prite
s if
you
are
tryi
ng th
is e
xam
ple.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
Bein
g ab
le to
hav
e ob
ject
s in
a g
ame
com
mun
icat
e is
impo
rtan
t. Fo
r exa
mpl
e, in
a s
hoot
ing
gam
e, if
the
bulle
t hits
its
targ
et it
can
te
ll th
e ta
rget
and
the
targ
et c
an th
en p
erfo
rm a
n ac
tion.
br
oa
dca
st/r
ecei
ve
ScrA
tch
reci
pe c
Ard
CON
TRO
L B
LOCK
res
ou
rces
✂
Wha
t doe
s th
is b
lock
do?
This
blo
ck le
ts y
ou c
heck
to s
ee if
som
ethi
ng A
ND
som
ethi
ng a
re
true
, or i
f som
ethi
ng O
R so
met
hing
is tr
ue.
Wha
t is
the
scri
pt te
lling
the
spri
te?
In t
his
exam
ple,
the
scr
ipt
chec
ks t
o se
e if
the
sprit
e is
tou
chin
g ei
ther
a b
lack
or a
pin
k ob
ject
, and
if so
, it c
hang
es th
e ap
pear
ance
of
the
sprit
e to
“cos
tum
e 2”
.
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
And
/Or
lets
you
see
whe
ther
mor
e th
an o
ne c
ondi
tion
is t
rue,
an
d th
en t
o pe
rfor
m a
n ac
tion
base
d on
tha
t. G
ames
are
bas
ed
on c
ause
and
effe
ct, a
nd o
ften
times
we
are
chec
king
to s
ee if
one
A
ND
/OR
anot
her c
ondi
tions
hav
e be
en m
et.
an
d/o
rSc
rAtc
h re
cipe
cAr
d
NU
MB
ERS
BLO
CK
res
ou
rces
Wha
t doe
s th
is b
lock
do?
Less
/Mor
e Th
an le
ts y
ou c
heck
to s
ee if
one
num
ber i
s bi
gger
or
smal
ler t
han
anot
her.
Wha
t is
the
scri
pt te
lling
the
spri
te?
In th
is e
xam
ple,
the
scrip
t che
cks
if th
e x
(hor
izon
tal)
posi
tion
of
the
sprit
e is
less
than
0 (w
hich
wou
ld p
lace
it o
ff th
e sc
reen
). If
it is
, it
keep
s th
e sp
rite
at th
e ed
ge o
f the
scr
een
(set
ting
x to
0).
Wha
t gam
e ac
tion
is th
is b
lock
use
ful f
or?
Less
/Mor
e Th
an is
a g
ood
way
to k
eep
trac
k of
pos
ition
s and
che
ck
rang
es o
f num
bers
. Gam
es o
ften
nee
d to
kee
p tr
ack
of ra
nges
of
num
bers
, whe
ther
it is
bet
wee
n tw
o sc
ores
, or
the
posi
tion
and
size
of a
n ob
ject
in th
e ga
me.
less
/mo
re
tha
nSc
rAtc
h re
cipe
cAr
d
NU
MB
ERS
BLO
CK
res
ou
rces
✂
Wha
t doe
s th
is s
crip
t do?
This
scr
ipt u
ses
a co
mbi
natio
n of
mot
ion
bloc
ks to
mak
e a
sim
ple
jum
ping
act
ion.
Wha
t is
the
scri
pt te
lling
the
spri
te?
The
scrip
t is
telli
ng th
e sp
rite
to d
o tw
o th
ings
:
1.
Whe
n th
e gr
een
flag
is c
licke
d, if
the
spr
ite is
tou
chin
g th
e co
lor
purp
le a
nd t
he u
p ar
row
is
pres
sed
then
mov
e th
e sp
rite
up a
cer
tain
am
ount
of s
pace
s.
2.
Whe
n th
e gr
een
flag
is c
licke
d, i
f th
e co
lor
blac
k is
not
to
uchi
ng t
he c
olor
pur
ple,
mov
e th
e sp
rite
dow
n a
cert
ain
amou
nt o
f spa
ces,
until
bot
h co
lors
are
touc
hing
.
Wha
t gam
e ac
tion
is th
is s
crip
t use
ful f
or?
This
scr
ipt i
s us
eful
for c
reat
ing
a si
mpl
e ju
mpi
ng a
ctio
n fo
r you
r ga
mes
. Jum
ping
is o
ne o
f th
e m
ost
com
mon
ly u
sed
actio
ns in
ga
mes
and
can
be
used
to h
elp
play
ers
jum
p ov
er o
bsta
cles
and
on
to p
latf
orm
s or
ont
o en
emie
s.
Jum
PSc
rAtc
h re
cipe
cAr
d
MO
TIO
N B
LOCK
S/SC
RIPT
res
ou
rces
[Thi
s Ca
rd in
TenT
iona
lly
lefT
bla
nk]
✂
© 2
009
Boys
& G
irls C
lubs
of A
mer
ica
cut
shar
ein
spire
res
ou
rces
: g
am
e a
cti
on
ca
rd
s
ga
me
acti
on
ca
rd
sres
ou
rces
The
Gam
e Ac
tion
Card
s in
trod
uce
a ga
me
conc
ept
and
mak
e re
fere
nce
to th
e Sc
ratc
h Re
cipe
Car
ds th
at
will
hel
p th
e m
embe
rs d
esig
n an
d pr
oduc
e th
eir
gam
e.
Each
Gam
e Ac
tion
Card
has
the
follo
win
g el
emen
ts:
✜✜
A d
escr
iptio
n of
the
gam
e ac
tion
✜✜
One
or t
wo
elem
ents
of t
hat t
ype
of g
ame,
suc
h as
num
ber o
f pla
yers
or k
eepi
ng s
core
, and
re
fere
nces
to th
e ap
prop
riate
Scr
atch
Rec
ipe
Card
✜✜
An
exam
ple
Scra
tch
gam
e m
embe
rs c
an lo
ok a
t fo
r ins
pira
tion
or u
se a
s a
star
ting
poin
t
To u
se th
e G
ame
Actio
n Ca
rds,
cut e
ach
shee
t in
half
alon
g th
e do
tted
lin
e an
d di
strib
ute
them
to
the
mem
ber g
roup
s. It
’s po
ssib
le th
at se
vera
l or a
ll gr
oups
w
ill w
ant t
o us
e th
e sa
me
Gam
e Ac
tion
Card
, so
mak
e su
re y
ou p
rint e
noug
h co
pies
for a
ll of
you
r gro
ups.
✂
Des
crip
tion
: Rac
ing
is a
gam
e ac
tion
that
alw
ays
gene
rate
s a
lot
of te
nsio
n an
d fu
n. S
ome
good
exa
mpl
es o
f rac
ing
gam
es in
clud
e th
e bo
ard
gam
e Ca
ndy
Land
®, th
e vi
deo
gam
e Su
per M
ario
Car
t®,
and
all k
inds
of s
port
s, fr
om ru
nnin
g an
d sp
rintin
g to
sw
imm
ing.
In
rac
ing
gam
es, p
laye
rs r
ace
agai
nst
each
oth
er o
r ra
ce a
gain
st
the
cloc
k to
mov
e fr
om o
ne s
pot t
o an
othe
r or f
or a
set
dis
tanc
e.
1 or
2 P
laye
r: R
acin
g ga
mes
can
be
1 or
2 p
laye
r. Fo
r a tw
o-pl
ayer
ga
me,
con
side
r m
appi
ng d
iffer
ent
keys
on
the
keyb
oard
to
the
mov
emen
t for
eac
h sp
rite.
For
a si
ngle
-pla
yer g
ame,
a ra
ce a
gain
st
the
cloc
k (s
ee th
e TI
MER
reci
pe c
ard
to m
ake
a si
mpl
e cl
ock.
)
Trac
ks a
nd O
bsta
cles
: Rac
ing
gam
es u
sual
ly in
volv
e ob
stac
les o
r tr
acks
that
the
play
er n
eeds
to s
tay
in to
mai
ntai
n a
fast
spe
ed. I
n or
der t
o se
nse
whe
ther
a sp
rite
is to
uchi
ng th
e ed
ges o
f a tr
ack
or
obst
acle
, use
the
COLL
ISIO
N re
cipe
car
d.
Exam
ple
Scra
tch
Gam
e: T
here
are
som
e ve
ry g
ood
exam
ples
of
raci
ng g
ames
on
the
Scra
tch
web
site
. One
tha
t w
e lik
e is
“M
aze
Race
” by
Mar
k583
: htt
p://
scra
tch.
mit.
edu/
proj
ects
/Mar
k583
/521
8
ra
cin
ggA
Me A
ctio
n cA
rd
USE
FUL
SCR
ATCh
REC
IPE
CA
RDS:
Mov
e X
Step
s, Ti
mer
, Sco
re V
aria
bles
, Col
lisio
n
res
ou
rces
Des
crip
tion
: Col
lect
ing
is a
gam
e ac
tion
that
can
be
foun
d in
m
any
plat
form
gam
es li
ke S
uper
Mar
io B
ros.®
whe
re th
ere
are
item
s to
col
lect
suc
h as
key
s, co
ins
and
pow
er-u
ps. T
he C
OLL
ISIO
N
reci
pe c
ard
is im
port
ant t
o us
e to
pic
k up
item
s whe
n yo
u ru
n in
to
them
. Use
hID
E to
pic
k up
item
s.
Keep
ing
Scor
e: O
ften
times
col
lect
ing
item
s ad
ds t
o an
ove
rall
scor
e, s
uch
as in
Pac
Man
®. U
se th
e SC
ORE
vA
RIA
BLE
reci
pe c
ard
to le
arn
how
to k
eep
scor
e.
Pow
erin
g U
p: I
n ad
ditio
n to
kee
ping
sco
re,
colle
ctin
g sp
ecia
l ite
ms c
an g
ive
the
play
er sp
ecia
l pow
ers (
or it
ems)
(the
fire
flow
er
in S
uper
Mar
io B
ros.®
, for
inst
ance
). U
se B
ROA
DCA
ST/R
ECEI
vE
to
notif
y ot
her s
prite
s of
you
r pow
er u
p ab
ilitie
s.
Exam
ple
Scra
tch
Gam
e: T
here
are
som
e ve
ry g
ood
exam
ples
of
colle
ctin
g ga
mes
on
the
Scra
tch
web
site
.
Try “
Fish
Cho
mp”
by
Sam
pleP
roje
ctsT
eam
: ht
tp://
scra
tch.
mit.
edu/
proj
ects
/Sam
pleP
roje
ctsT
eam
/628
35
co
llec
tin
ggA
Me A
ctio
n cA
rd
USE
FUL
SCR
ATCh
REC
IPE
CA
RDS:
Mov
e X
Step
s, Sc
ore
Varia
bles
, Col
lisio
n, B
road
cast
/Rec
eive
res
ou
rces
✂
Des
crip
tion
: Run
ning
is si
mila
r to
raci
ng, b
ut it
is u
sual
ly p
ictu
red
from
the
side
in g
ames
cal
led
“pla
tfor
mer
s”. A
pla
tfor
mer
is a
gam
e w
here
run
ning
and
jum
ping
fro
m p
latf
orm
to
plat
form
is
the
cent
ral a
ctiv
ity. S
uper
Mar
io B
ros.®
is a
cla
ssic
pla
tfor
mer
. Run
ning
in
volv
es m
ovin
g le
gs—
so C
hA
NG
E CO
STU
ME
is a
hel
pful
reci
pe
to a
dd a
runn
ing
anim
atio
n to
you
r gam
e.
1 or
2 P
laye
r: R
unni
ng g
ames
can
be
1 or
2 p
laye
r. Fo
r a
two-
play
er g
ame,
con
side
r map
ping
diff
eren
t key
s on
the
keyb
oard
to
the
mov
emen
t for
eac
h sp
rite.
For
a s
ingl
e-pl
ayer
gam
e, ru
nnin
g ca
n in
volv
e av
oidi
ng o
bsta
cles
and
ene
mie
s or
col
lect
ing
item
s fo
r a h
igh
scor
e.
Obs
tacl
es
and
Enem
ies:
Ru
nnin
g ga
mes
us
ually
in
volv
e ob
stac
les o
r ene
mie
s to
avoi
d. U
se C
OLL
ISIO
N to
see
if th
e pl
ayer
sp
rite
is to
uchi
ng a
nyth
ing.
Exam
ple
Scra
tch
Gam
e: “S
crol
ling
Dem
onst
ratio
n” b
y ar
chm
age
is
very
sim
ple
and
easy
to re
mix
for a
runn
ing
gam
e:
http
://sc
ratc
h.m
it.ed
u/pr
ojec
ts/a
rchm
age/
1457
60
Pla
tfo
rm
ergA
Me A
ctio
n cA
rd
USE
FUL
SCR
ATCh
REC
IPE
CA
RDS:
Mov
e X
Step
s, Ch
ange
Cos
tum
e, T
imer
, Sco
re V
aria
bles
, Col
lisio
n
res
ou
rces
Des
crip
tion
: Fl
ying
is
an a
ctio
n th
at c
an b
e fu
n an
d ex
citin
g.
Flyi
ng
gam
es
incl
ude
clas
sic
vide
ogam
es
set
in
spac
e lik
e D
efen
der®
as
wel
l as
gam
es d
epic
ting
bird
s, ai
rpla
nes
and
supe
r he
roes
.
1 or
2 P
laye
r: F
lyin
g ga
mes
can
be
1 or
2 p
laye
r. Fo
r a tw
o-pl
ayer
ga
me,
con
side
r m
appi
ng d
iffer
ent
keys
on
the
keyb
oard
to
the
mov
emen
t fo
r ea
ch s
prite
. For
a s
ingl
e-pl
ayer
gam
e, fl
ying
can
in
volv
e av
oidi
ng o
bsta
cles
and
ene
mie
s or
col
lect
ing
item
s fo
r a
high
sco
re.
Obs
tacl
es a
nd E
nem
ies:
Fly
ing
gam
es o
ften
invo
lve
obst
acle
s or
ene
mie
s to
avo
id. U
se C
OLL
ISIO
N to
see
if th
e pl
ayer
spr
ite is
to
uchi
ng a
nyth
ing.
Exam
ple
Scra
tch
Gam
e: “S
crol
ling
Dem
onst
ratio
n” b
y ar
chm
age
is v
ery
sim
ple
and
easy
to re
mix
for a
flyi
ng g
ame:
http
://sc
ratc
h.m
it.ed
u/pr
ojec
ts/a
rchm
age/
1457
60
fly
ing
gAMe
Act
ion
cArd
USE
FUL
SCR
ATCh
REC
IPE
CA
RDS:
Mov
e X
Step
s, Ch
ange
Cos
tum
e, S
core
Var
iabl
es, C
ollis
ion
res
ou
rces
✂
Des
crip
tion
: D
odgi
ng i
s an
act
ion
that
can
tak
e sk
ill a
nd
prec
isio
n.
Dod
ging
ga
mes
in
clud
e cl
assi
c vi
deog
ames
lik
e Fr
ogge
r® a
s wel
l as g
ames
whe
re y
ou m
ust a
void
bul
lets
and
oth
er
haza
rdou
s m
ovin
g ob
ject
s.
Play
er v
s. C
ompu
ter:
Dod
ging
gam
es a
re u
sual
ly o
ne-p
laye
r ch
alle
nges
aga
inst
the
com
pute
r. Co
nsid
er h
ow m
any
lives
you
r ch
arac
ter h
as—
wha
t hap
pens
whe
n th
ey g
et h
it? C
OLL
ISIO
N a
nd
the
SCO
RE v
ARI
ABL
ES c
an h
elp
you
keep
trac
k.
Goa
ls: D
odgi
ng g
ames
oft
en in
volv
e av
oidi
ng m
ovin
g ob
stac
les
and
enem
ies.
Wha
t hap
pens
whe
n yo
u re
ach
your
goa
l?
Exam
ple
Scra
tch
Gam
e: “F
rogg
er” b
y pb
urne
tt is
a c
lass
ic d
odgi
ng
gam
e: h
ttp:
//sc
ratc
h.m
it.ed
u/pr
ojec
ts/p
burn
ett/
3706
4
do
dg
ing
gAMe
Act
ion
cArd
USE
FUL
SCR
ATCh
REC
IPE
CA
RDS:
Mov
e X
Step
s, Ch
ange
Cos
tum
e, S
core
Var
iabl
es, C
ollis
ion
res
ou
rces
Des
crip
tion
: Ju
mpi
ng
is
an
actio
n th
at
is
com
mon
in
“p
latf
orm
ers”.
A p
latf
orm
er is
a g
ame
whe
re ru
nnin
g an
d ju
mpi
ng
from
pla
tfor
m to
pla
tfor
m is
the
cent
ral a
ctiv
ity. S
uper
Mar
io B
ros.®
is
a c
lass
ic p
latf
orm
er.
you’
re G
roun
ded:
Jum
ping
ga
mes
ar
e us
ually
on
e-pl
ayer
ch
alle
nges
inv
olvi
ng a
void
ing
obst
acle
s an
d ju
mpi
ng u
p an
d ov
er g
aps.
Cons
ider
how
man
y liv
es y
our
char
acte
r ha
s—w
hat
happ
ens
whe
n th
ey fa
ll? C
OLL
ISIO
N a
nd th
e SC
ORE
vA
RIA
BLES
ca
n he
lp y
ou k
eep
trac
k.
Exam
ple
Scra
tch
Gam
e: “S
crol
ling
Dem
onst
ratio
n” b
y ar
chm
age
is v
ery
sim
ple
and
easy
to re
mix
for a
flyi
ng g
ame:
http
://sc
ratc
h.m
it.ed
u/pr
ojec
ts/a
rchm
age/
1457
60
Jum
Pin
ggA
Me A
ctio
n cA
rd
USE
FUL
SCR
ATCh
REC
IPE
CA
RDS:
Mov
e X
Step
s, Ch
ange
Cos
tum
e, S
core
Var
iabl
es, C
ollis
ion
res
ou
rces
✂
Des
crip
tion
: Sho
otin
g is
a c
lass
ic v
ideo
gam
e ac
tion.
Sho
otin
g ga
mes
inc
lude
Spa
ce I
nvad
ers®
and
Ast
eroi
ds®.
Mos
t sh
ootin
g ga
mes
als
o in
volv
e do
dgin
g en
emy
bulle
ts o
r ot
her
mov
ing
haza
rds.
1 or
2 P
laye
r: S
hoot
ing
gam
es c
an b
e 1
or 2
pla
yer.
For
a tw
o-pl
ayer
gam
e, c
onsi
der
map
ping
diff
eren
t ke
ys o
n th
e ke
yboa
rd
to t
he m
ovem
ent
for
each
spr
ite. U
se G
O T
O X
/y t
o m
ake
sure
bu
llets
follo
w y
our c
hara
cter
.
Live
s: C
onsi
der h
ow m
any
lives
your
char
acte
r has
– w
hat h
appe
ns
whe
n th
ey g
et h
it? C
OLL
ISIO
N a
nd t
he S
CORE
vA
RIA
BLES
can
he
lp y
ou k
eep
trac
k.
Exam
ple
Scra
tch
Gam
e: “A
ster
oids
” by
Soni
cPop
sDad
is a
cla
ssic
, an
d ve
ry im
pres
sive
:
http
://sc
ratc
h.m
it.ed
u/pr
ojec
ts/S
onic
Pops
Dad
/245
563
sho
oti
ng
gAMe
Act
ion
cArd
USE
FUL
SCR
ATCh
REC
IPE
CA
RDS:
Mov
e X
Step
s, G
o To
X/Y
, Cha
nge
Cost
ume,
Sco
re V
aria
bles
, Col
lisio
n
res
ou
rces
Des
crip
tion
: Gro
win
g is
an
actio
n th
at in
volv
es t
ryin
g to
mak
e ob
ject
s bi
gger
or
smal
ler.
A g
ood
exam
ple
of a
gro
win
g ga
me
is K
atam
ari D
amac
y® (P
lays
tatio
n 2/
3), w
here
a r
ollin
g ba
ll pi
cks
up o
bjec
ts a
nd b
ecom
es la
rger
and
larg
er. A
noth
er e
xam
ple
is
Tam
agot
chi®
, whe
re y
ou ta
ke c
are
of a
cre
atur
e to
hel
p it
grow
, or
Wor
ld o
f Goo
®, w
here
you
bui
ld to
wer
s an
d st
ruct
ures
.
Eati
ng, B
uild
ing
and
Gro
win
g: G
ames
tha
t in
volv
e th
e id
ea o
f gr
owin
g m
ight
incl
ude
actio
ns s
uch
as e
atin
g ite
ms
to b
ecom
e bi
gger
, tak
ing
care
of p
lant
s an
d cr
eatu
res,
or b
uild
ing
stru
ctur
es.
Colle
ctin
g:
Gro
win
g ga
mes
oft
en i
nvol
ve c
olle
ctin
g ite
ms
to
grow
. Loo
k at
the
Col
lect
ing
Gam
e A
ctio
n ex
ampl
e fo
r w
ays
to
have
you
r ava
tar c
olle
ct it
ems.
Exam
ple
Scra
tch
Gam
e: C
heck
out
“Gro
win
g El
epha
nt”,
by JI
H7:
http
://sc
ratc
h.m
it.ed
u/pr
ojec
ts/J
IH7/
3701
11
gr
ow
ing
gAMe
Act
ion
cArd
USE
FUL
SCR
ATCh
REC
IPE
CA
RDS:
Sca
le X
/Y, C
hang
e Co
stum
e, S
core
Var
iabl
es, C
ollis
ion
res
ou
rces
© 2009 Boys & Girls Clubs of America
Thank you for taking the time to run the Game Tech program at your Club. Without you, the Boys & Girls Club staff, this program would not be possible.