Chapters¶
This textbook is organized into 11 chapters covering 226 concepts.
Chapter Overview¶
- Welcome to Scratch - Introduces the Scratch interface, visual programming basics, and community features.
- Sprites, Stage, and the Coordinate System - Covers sprites, the stage, coordinate system fundamentals, and motion block basics.
- Motion Blocks and Block Categories - Explores motion blocks in depth, block categories, shapes, colors, and the blocks palette organization.
- Events, Sequences, and First Scripts - Teaches event-driven programming with the Green Flag, sequential execution, and basic control structures.
- Sounds, Extensions, and Sharing Projects - Explores sound blocks, Scratch extensions, project sharing, and versioning basics.
- Broadcasting, Conditionals, and Sensing - Introduces sprite communication via broadcasts, if/else conditionals, and sensor-based interactions.
- Variables, Lists, and Data Management - Covers variables for game state, lists for collections, and variable scope concepts.
- Animation, Parallelism, and Debugging - Teaches costume animation, parallel execution, loops, and systematic debugging techniques.
- Advanced Control and Operators - Explores complex loops, Boolean logic, clone management, and physical computing extensions.
- Game Mechanics and Win/Lose Conditions - Builds complete game mechanics with collision detection, scoring, lives, and win/lose states.
- Design Process and Capstone Project - Guides students through the complete design cycle: imagine, plan, create, test, improve, share, and reflect.
How to Use This Textbook¶
Read chapters in order — concepts are introduced in dependency order so prerequisites are always covered before they are used. Each chapter lists the concepts it covers and which previous chapters to review.
Note: Each chapter includes a list of concepts covered. Make sure to complete prerequisites before moving to advanced chapters.