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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
Creates and/or supports targeted programs that address service gaps within
the community;
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.
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BGCA also recognizes the following professionals and organizations for their expertise and efforts in the development of
Game Tech:
Project Advisor
Alex Quinn
Executive Director, Games for Change
PETLab
Project Evaluator
Acknowledgements
The insights and expertise from the following Boys & Girls Clubs
were invaluable in shaping the course design and content:
Development Services
Cindy Rondeau, Director, MIRACLES Technology Program &
Project Manager
Christine Kotula, Director, Technology Programs & Training
Mary Grybeck, Director, Technology Programs & Training
Lisa Sunarth, Program Coordinator
Nichole 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.
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Executive Summary
Program Overview
Scratch Overview
Program Materials
10
12
15
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Executive Summary
The Boys & Girls Clubs of America Game Tech
implementation guide.
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Program Overview
Key Points
The 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:
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 setssystems 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 processThink, 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.
primer in the Scratch environment and the basic techniques and scripts for
creating animations, interactivity and games.
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Scratch Overview
Key Points
Game Tech uses Scratch, an open source programming environment that uses a puzzle piece
metaphor to create animations and games.
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:
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.
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Program Materials
Key Points
Game 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
Program Guide
Reference Posters
Member Activity Guides
Sample Scratch Files
Resources
Unit 1
Unit 2
Program Guide
The primary guide for facilitators is the Program Guide (the document
you are currently reading). This document provides the how-to information for Game Tech as a whole, explains how all the moving parts work
together, and contains the information youll need to run each Activity.
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.)
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Program Materials
Member Activity
Challenge
For Unit 1 Activity 1 and all Unit 2
Activities, members will be provided with a Member Activity Challenge. These include the challenge
for the Activity, the list of materials
needed to complete it, and instructions on how to carry out the challenge.
Scratch Reference
Guide
Members can refer to the Scratch
Reference Guide to learn more
about the Scratch interface, components, 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.
Most people think video games are all about a child staring at a TV
with a joystick in his hands. I dont. They should belong to the entire
family. I want families to play video games together.
Shigeru Miyamoto
Creator of Donkey Kong, Super Mario Bros., The Legend of Zelda, and StarFox
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Think
Think about your game design challenge. Many game designers draw pictures, 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.
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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.
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.
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 games goals. In checkers, the actions
include moving your play pieces and capturing your opponents play pieces.
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INTRODUCING SCRATCHPoster 3
This 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 computer.
Looks
Looks Blocks can change the appearance of objects in your game, such as
switching Costumes, adding a speech
bubble, or changing the objects 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 dropdown 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.
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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.
Game festival
Make 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.
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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.
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Game Festival
GameTechis designed
to serve as an introduction
to the iterative design process,
game principles and general
programming concepts.
If members choose to use the skills theyve 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.
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Activity Guide
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Table of Contents
Anatomy of an Activity
20
22
Games 101
23
Programming
26
35
36
46
53
62
70
76
Appendix: Resources
81
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Activity Guide
Anatomy of an Activity
Key Points
The heart of Game Tech is the Activity and its
iterative design process:
Unit
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 Activitys particulars. Below is a description of each phase in the design
process:
Think
From 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 theyve played that are
similar to or inspiring their game.
The facilitators 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.
Design
With 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 facilitators 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.
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Activity Guide
Play Test
Attheend,
groups should have
complete, playable
versions of their games.
Once 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 anothers 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 isnt working.
The facilitators 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.
Change
The 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.
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Activity Guide
23
Activity 2: Programming
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activity
Games 101
Overview
This Activity introduces the design process and the basics of game
design. Members will design a non-digital game using the fourstep 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
Outcomes
At the end of Unit 1, Activity 1, Games 101, members will have:
unit
1 1
Vocabulary
For this Activity, please have the The Design Process and All About
Games posters hanging in the program work space.
Players
Decisions
Rules
Play Pieces
Goals
Play Space
Actions
Competitive &
Cooperative Play
boys & girls clubs of america
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materials
Unit 1 Member Activity Challenge Card
All About Games poster
Play Piece materials (use objects from one or the
Instructions
1. Set up (2 min)
Put members into groups of three or four. Have them quickly give their group a name.
Outdoor
indoor
Tennis Balls
Rubber Bands
Basketballs
Paperclips
Dice
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.
Volleyballs
Spinner
Dodgeballs
Egg Timer
Hula Hoops
Plastic Utensils
Give the groups the Member Activity Challenge: Activity 1 Card, and then read
aloud their challenge:
Streamers
Paper Plates
Pylons
Cups
Sidewalk Chalk
Flashlights
Flags
Clay
Stopwatch
Straws
Whistle
Deck of Cards
Ping Pong Balls
Tape
Index Cards
Using the three objects you picked, design a game in which the
players goal is to score the most points in one minute.
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.
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Encourage groups
to write their rules
down so that they can
play the game with their
friends and families.
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:
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.
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activity
Programming
Overview
This Activity consists of four exercises that reveal how computer
programs work. Members will work together to write and then enact
four different programs.
Goals
2 1
Vocabulary
For this Activity, please have the Introducing Scratch poster hanging
in the program work space.
Introducing Scratch
Point out the elements as you read aloud to the members:
Outcomes
At the end of Unit 1, Activity 2, Programming, members will have:
unit
Hats
Stacks
Reporters
Sprites
Motion
Sound
Looks
Controls
Sensing
Numbers
Variables
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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.
Instructions
1. 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 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 six Turn cards, write in the blank: left, right or around. Leave the other
nine cards alone for use during the exercise.
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.
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What did you see players do that you did not expect?
Here are a few things to think about during the Change phase:
Change: Once all games have been play tested, your group
should think about what happened during the play test, and to
make any necessary design changes.
During the play test, someone from your group should watch to
make sure the game rules are easy to follow, and that the game is
fun for players.
Now it is time for more play testing. Your group will play test other
groups games. Your facilitator will help you decide which games
to play test.
you notice things that arent working, make changes to your rules.
Play Test: Once you have your game designed, try playing it. If
Think: Spend time thinking about your game. Here are questions
to keep in mind:
To help you think about what games are made of, look at the All
About Games poster.
Unit 1 Activity 1
1 Games 101
unit
activity
activity
activity
1 2 Games 101
unit
1 2 Games 101
unit
1 2 Games 101
unit
activity
activity
activity
Turn _____
1 2 Games 101
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Turn _____
1 2 Games 101
unit
Turn _____
1 2 Games 101
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activity
activity
activity
Repeat _____
1 2 Games 101
unit
Repeat _____
1 2 Games 101
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Repeat _____
1 2 Games 101
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activity
activity
activity
1 2 Games 101
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1 2 Games 101
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1 2 Games 101
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Activity Guide
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70
76
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activity
Goals
1 2
Vocabulary
For this Activity, please have the Introducing Scratch poster hanging
in the program work space.
Introducing Scratch
Point out the elements as you read aloud to the members:
Outcomes
unit
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.
Talk about the main components of Scratch Blocks:
Hats
Stacks
Reporters
Sprites
Motion
Sound
Looks
Controls
Sensing
Numbers
Variables
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materials
Instructions
Part 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.
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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.
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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.
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Play Test: To make sure the script is working correctly, click the
green flag.
Design: Click on the cat in the sprite list and put together the
script in the scripts area by selecting the blocks in the example. As
you drag blocks close to each other they will begin to attach. You
may have to change the blocks so that they match the example
in this worksheet.
Think: Put together the script so that the cartoon cat disappears
from the stage and reappears after five seconds.
unit
Play Test: To make sure the script is working correctly, click the
image of the web cat located on the stage.
Design: Click on the web cat in the sprite list and put together
the script in the scripts area by selecting the blocks in the
example. As you drag blocks close to each other they will begin to
attach. You may have to change the blocks so that they match the
example in this worksheet.
Think: Put together the script so that image named web cat
disappears from the stage when you click it.
unit
Play Test: To make sure the script is working correctly press the
up and down arrows.
Design: Click on the red circle in the sprite list and put together
the script in the scripts area by selecting the blocks in the
example. As you drag blocks close to each other they will begin to
attach. You may have to change the blocks so that they match the
example in this worksheet.
Think: Put together the script so that red circle disappears from
the stage when you press the down arrow and reappears when
you press the up arrow.
unit
activity
Goals
2 2
Vocabulary
For this Activity, please have the Introducing Scratch poster hanging
in the program work space.
Introducing Scratch
Point out the elements as you read aloud to the members:
Outcomes
unit
Hats
Stacks
Reporters
Sprites
Motion
Sound
Looks
Controls
Sensing
Numbers
Variables
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materials
Instructions
Part 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.
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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.
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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.
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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.
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Play Test: To make sure the script is working correctly, press the
up and down arrows.
Design: Click on the cat in the sprite list and then put together the
script in the scripts area by selecting the blocks in the example. As
you drag blocks close to each other they will begin to attach. You
may have to change the blocks so that they match the example
in this worksheet.
Think: Put together the script so that cat plays the sound you
recorded five times when you click the green flag.
unit
Play Test: To make sure the script is working correctly, press the
space key.
Design: Click on the cartoon cat in the sprite list and then put
together the script in the scripts area by selecting the blocks in
the example. As you drag blocks close to each other they will
begin to attach. You may have to change the blocks so that they
match the example in this worksheet.
Think: Put together the script so that the cartoon cat laughs
when you press the space key.
unit
activity
Goals
3 2
Vocabulary
For this Activity, please have the Introducing Scratch poster hanging
in the program work space.
Introducing Scratch
Point out the elements as you read aloud to the members:
Outcomes
unit
Hats
Stacks
Reporters
Sprites
Motion
Sound
Looks
Controls
Sensing
Numbers
Variables
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materials
Instructions
Part 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.
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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.
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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.
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completed successfully
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Play Test: To make sure the script is working correctly, press the
up and down arrows keys.
Design: Click on the cat in the sprite list and then put together the
script in the scripts area by selecting the blocks in the example. As
you drag blocks close to each other they will begin to attach. You
may have to change the blocks so that they match the example
in this worksheet.
Think: Put together the script so that cat plays moves around the
stage when you click the up, down, left and right arrow keys.
unit
Play Test: To make sure the script is working correctly, press the
up, down, left and right keys.
Design: Click on the cartoon cat in the sprite list and then put
together the script in the scripts area by selecting the blocks in
the example. As you drag blocks close to each other they will
begin to attach. You may have to change the blocks so that they
match the example in this worksheet.
Think: Put together the script so that the cartoon cat moves to
specific locations on the stage when you press the up, down, left
and right arrow keys.
unit
Play Test: To make sure the script is working correctly, press the
up and down arrows keys.
Design: Click on the cat in the sprite list and then put together the
script in the scripts area by selecting the blocks in the example. As
you drag blocks close to each other they will begin to attach. You
may have to change the blocks so that they match the example
in this worksheet.
Think: Put together the script so that cat faces the direction it is
moving when you click the up, down, left and right arrow keys.
unit
activity
For this Activity, please have the Introducing Scratch poster hanging
in the program work space.
Introducing Scratch
Point out the elements as you read aloud to the members:
Control Blocks tell your program what to do when something
happens in your game.
4 2
Vocabulary
Goals
Outcomes
unit
Hats
Stacks
Reporters
Sprites
Motion
Sound
Looks
Controls
Sensing
Numbers
Variables
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materials
Instructions
Part 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.
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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.
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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.
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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.
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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.
page 67
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Play Test: To make sure the script is working correctly, press the
left and right arrows keys.
Design: Click on the bat in the sprite list and then put together
the script in the scripts area by selecting the correct blocks in the
example. As you drag blocks close to each other they will begin to
attach. You may have to change the blocks so that they match the
image on this worksheet.
Think: Put together the script so that bat moves around the stage
and becomes animated when you click the left and right arrow
keys.
unit
Play Test: To make sure the script is working correctly, click the
green flag.
Design: Click on the cartoon cat in the sprite list and put together
the script in the scripts area by selecting the blocks in the cat
example. Then click on duck in the sprite list and put together the
scripts area by selecting the blocks in the duck example. As you
drag blocks close to each other they will begin to attach. You may
have to change the blocks so that they match the example in this
worksheet.
Think: Put together the script so that the cat and the duck have
a conversation.
unit
activity
Goals
For this Activity, please have the Introducing Scratch poster hanging
in the program work space.
Introducing Scratch
Point out the elements as you read aloud to the members:
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.
Outcomes
Created a sprite that is sensed by another sprite.
Created a sprite that controls the appearance of another sprite
with sensing.
5 2
Vocabulary
unit
Hats
Stacks
Reporters
Sprites
Motion
Sound
Looks
Controls
Sensing
Numbers
Variables
page 70
materials
Instructions
Part 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.
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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.
page 72
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Play Test: To make sure the script is working correctly, click the
green flag and then press the right arrow keys to move the cat
towards the line.
Design: Click on the cat in the sprite list and then put together
the script in the scripts area by selecting the correct blocks in the
example. As you drag blocks close to each other they will begin to
attach. You may have to change the blocks so that they match the
image on this worksheet.
Think: Put together the script so that cat cannot move past the
line.
unit
Design: Click on the cartoon cat in the sprite list and put together
the script in the scripts area by selecting the blocks in the cat
example. Then click on square in the sprite list and put together
the script in the scripts area by selecting the blocks in the square
example. As you drag blocks close to each other they will begin to
attach. You may have to change the blocks so that
they match the example in this worksheet.
Think: Put together the script so that red square disappears when
the cat touches it.
unit
activity
For this Activity, please have the Introducing Scratch poster hanging
in the program work space.
Introducing Scratch
Point out the elements as you read aloud to the members:
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.
6 2
Vocabulary
Goals
Outcomes
unit
Hats
Stacks
Reporters
Sprites
Motion
Sound
Looks
Controls
Sensing
Numbers
Variables
page 76
materials
Instructions
Part 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.
page 77
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Design: Click on the cartoon cat in the sprite list and put together
the script in the scripts area by selecting the blocks in the cat
example. Then click on stage in the sprite list and put together
the script in the scripts area by selecting the blocks in the stage
example. As you drag blocks close to each other they will begin
to attach. You may have to change the
blocks so that they match the example
in this worksheet.
unit
Appendix / Resources
Appendix: Resources
materials
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.
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.
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Resources
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This block is useful when you need put sprites in specific places on
the stage. For example, you can arrange points, enemies, powerups or other game pieces on the stage to create levels.
Motion block
Go To X/Y
This block is useful for all kinds of actions where giving the player
control over the movement of a sprite is necessary.
When the right arrow is pressed, turn right and move 10 steps.
When the left arrow is pressed, turn left and move 10 steps.
Resources
Move X Steps
Motion Block
Resources
This block is useful for games where you may want a smooth
motion. For example, games that take place underwater or in the
air may use a gliding motion to represent the environment the
game takes place in.
Motion block
Glide to X/Y
Resources
Go To Pointer/Sprite
Motion Block
Resources
When the green flag is clicked, change to the next costume every
quarter second.
Looks block
Next Costume
This block is useful if you want to create more than one look for
a game character. For example, you can create a special powerup costume for a game character that is triggered when that
character picks up a power-up.
When the green flag is clicked, if the right arrow is pressed, change
between costumes one and two every half second.
Resources
Switch Costume
Looks Block
Resources
This block is useful if you want the sprite to grow and shrink.
For example, you can create a game where a character grows by
eating points or power-ups.
When the green flag is clicked, return the sprite to its original size.
Looks block
Set Size to %
This block is useful if you want the sprite to grow and shrink.
For example, you can create a game where a character grows by
eating points or power-ups.
When the down arrow key is pressed, grow by 10, and when the
up arrow key is pressed, shrink by 10.
Resources
Change Size by X
Looks Block
Resources
When the green flag is clicked, reset the timer to zero, display the
timer onscreen and start counting up.
Sensing block
Timer
Resources
Collision
Sensing Block
Resources
Many games use scoring as a way to measure how well you are
doing, or to compare the performance of 2 players. Consider
adding a different score variable to 2 sprites in a two-player game.
This block adds a score to the stage and includes other blocks to
change the score.
Sensing block
Score Variables
When the green flag is clicked, check throughout the game to see
if the mouse key is clicked or held down. If it is, move the sprite to
the mouse pointers location.
Resources
Mouse Sensing
Sensing Block
Resources
Control block
Broadcast/Receive
When the green flag is clicked, check throughout the game to see
if the sprite is touching another sprite. If it is, change the sprites
appearance to costume 2.
Resources
If/Then
Control Block
Resources
Numbers block
Less/More Than
And/Or lets you see whether more than one condition is true,
and then to perform an action based on that. Games are based
on cause and effect, and oftentimes we are checking to see if one
AND/OR another conditions have been met.
This block lets you check to see if something AND something are
true, or if something OR something is true.
Resources
And/Or
Numbers Block
Resources
Jump
2.
This script is useful for creating a simple jumping action for your
games. Jumping is one of the most commonly used actions in
games and can be used to help players jump over obstacles and
onto platforms or onto enemies.
1.
Motion Blocks/Script
Resources
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The Game Action Cards introduce a game concept An example Scratch game members can look at
and make reference to the Scratch Recipe Cards that
for inspiration or use as a starting point
will help the members design and produce their To use the Game Action Cards, cut each sheet in half
game.
along the dotted line and distribute them to the
Each Game Action Card has the following elements:
member groups. Its possible that several or all groups
will want to use the same Game Action Card, so make
A description of the game action
sure you print enough copies for all of your groups.
One or two elements of that type of game, such
as number of players or keeping score, and
references to the appropriate Scratch Recipe
Card
Resources
cut
collecting
Resources
racing
Resources
http://scratch.mit.edu/projects/archmage/145760
Useful ScratchRecipe Cards: Move X Steps, Change Costume, Score Variables, Collision
Flying
http://scratch.mit.edu/projects/archmage/145760
1 or 2 Player: Running games can be 1 or 2 player. For a twoplayer game, consider mapping different keys on the keyboard to
the movement for each sprite. For a single-player game, running
can involve avoiding obstacles and enemies or collecting items
for a high score.
Resources
Platformer
Useful ScratchRecipe Cards: Move X Steps, Change Costume, Timer, Score Variables, Collision
Resources
http://scratch.mit.edu/projects/archmage/145760
Useful ScratchRecipe Cards: Move X Steps, Change Costume, Score Variables, Collision
Jumping
Resources
Dodging
Useful ScratchRecipe Cards: Move X Steps, Change Costume, Score Variables, Collision
Resources
http://scratch.mit.edu/projects/JIH7/370111
Useful ScratchRecipe Cards: Scale X/Y, Change Costume, Score Variables, Collision
Growing
http://scratch.mit.edu/projects/SonicPopsDad/245563
Lives: Consider how many lives your character has what happens
when they get hit? COLLISION and the SCORE VARIABLES can
help you keep track.
1 or 2 Player: Shooting games can be 1 or 2 player. For a twoplayer game, consider mapping different keys on the keyboard
to the movement for each sprite. Use GO TO X/Y to make sure
bullets follow your character.
Resources
Shooting
game action card
Useful ScratchRecipe Cards: Move X Steps, Go To X/Y, Change Costume, Score Variables, Collision
Resources