The Official ScratchJr Book Help Your Kids Learn to Code 1st Edition Marina Umaschi Bers 2024 Scribd Download
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The Official ScratchJr book
The Official
Shelve in: Computers/Programming Languages For Ages 5 and Up
Programming Playtime!
ScratchJr is a free, introductory Each chapter includes several
computer programming language activities that build on one another,
that runs on iPads and Android culminating in a fun final project.
tablets. Inspired by Scratch, the These hands-on activities help
wildly popular programming lan- kids develop computational-
guage used by millions of children thinking, problem-solving, and
Book
worldwide, ScratchJr helps even design skills. In each activity,
younger kids create their own play- you’ll find:
ful animations, interactive stories,
• Step-by-step, easy-to-follow directions
and dynamic games.
• Ways to connect the activity with
The Official ScratchJr Book is the literacy and math concepts
• Tips for grown-ups and teachers
Help Your
perfect companion to this free app
and makes coding easy and fun • Creative challenges to take the Kids Learn
for all. Kids learn to program by learning further to Code!
connecting blocks of code to make
By the end of the book, kids
characters move, jump, dance,
will be ready for all sorts of new
and sing.
programming adventures!
THE FINEST IN
GEEK ENTERTAINMENT™
Marina Umaschi Bers and Mitchel Resnick
www.nostarch.com
Everyone loves Scratchjr!
Children
“It’s really cool—I can make whatever I want. I made a project of
The Very Hungry Caterpillar!”
—Child, 6 years old, showing off his ScratchJr book report
“My favorite block is Repeat Forever. You can take the Move
Left block and then if you put the red Repeat Forever block at
the end of it, your car will move left and left and left . . . forever!”
—Kindergarten student
Teachers
“Students love exploring and discovering new blocks on their
own, and I encourage the students to share these discoveries
with their peers. I find that the best experience of the students
is having them learn together.”
—Kindergarten teacher
Parents
“My daughter always thought that she wasn’t as good with
technology as her brother, but ScratchJr showed her how much
she was capable of.”
—Parent of a second grader and a kindergartner
Book
The Official
Book
Help Your Kids Learn to Code!
No Starch Press
San Francisco
The Official ScratchJr Book. Copyright © 2016 by Marina Umaschi Bers and Mitchel Resnick.
All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and
the publisher.
Printed in USA
First printing
19 18 17 16 15 1 2 3 4 5 6 7 8 9
ISBN-10: 1-59327-671-0
ISBN-13: 978-1-59327-671-3
For information on distribution, translations, or bulk sales, please contact No Starch Press, Inc. directly:
No Starch Press and the No Starch Press logo are registered trademarks of No Starch Press, Inc. Other product and company names
mentioned herein may be the trademarks of their respective owners. Rather than use a trademark symbol with every occurrence of a
trademarked name, we are using the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of
infringement of the trademark.
The information in this book is distributed on an “As Is” basis, without warranty. While every precaution has been taken in the preparation
of this work, neither the authors nor No Starch Press, Inc. shall have any liability to any person or entity with respect to any loss or damage
caused or alleged to be caused directly or indirectly by the information contained in it.
Brief Contents
Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
An Introduction to ScratchJr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Chapter 2: Animations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Chapter 3: Stories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Chapter 4: Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Afterword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Contents in Detail
Preface xiii
An Introduction to ScratchJr 1
What Is ScratchJr? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Why Did We Create ScratchJr? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Who Is This Book For? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
What Do You Need? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s in This Book? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
How Should You Use This Book? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Chapter 2: Animations 27
Activity 2: Make Your Cat Move! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
What You’ll Learn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
How to Make It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Looking for a Challenge? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Literacy Connection: Spelling a Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Math Connection: Seeing How Many Ways You Can Get to 10 . . . . . . . . . . . . . . . 32
Tips for Grown-ups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Activity 3: Make Your Cat Turn! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
What You’ll Learn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
How to Make It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Looking for a Challenge? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Co ntents i n Detail
Chapter 3: Stories 51
Activity 6: Find Your Voice! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
What You’ll Learn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
How to Make It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Looking for a Challenge? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Literacy Connection: Presenting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Math Connection: Adding and Subtracting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Tips for Grown-ups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Activity 7: Turn the Page! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
What You’ll Learn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
How to Make It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Looking for a Challenge? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Literacy Connection: Telling Your Own Stories . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Math Connection: Sequencing Your Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Tips for Grown-ups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
x
Co ntents i n Detail
Chapter 4: Games 97
Activity 12: Pick a Peach! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
What You’ll Learn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
How to Make It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Looking for a Challenge? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
xi
Co ntents i n Detail
Afterword 125
Appendix A: Transitioning from ScratchJr to Scratch 127
The Scratch Community . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Getting Started with Scratch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
The ScratchEd Website . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Index 141
xii
Preface
xiv
Preface
group developed the ideas and prototypes that led to the KIBO
robot kit, which enables young children (ages 4–7) to program
robotic projects by putting together sequences of wooden blocks.
With KIBO, children learn programming without screens or
keyboards. In 2013 Marina co-founded KinderLab Robotics to
make KIBO widely available. The ideas underlying Marina’s
and the DevTech Research Group’s work are described in
Marina’s books Blocks to Robots: Learning with Technology in the
Early Childhood Classroom (Teachers College Press, 2007) and
Designing Digital Experiences for Positive Youth Development:
From Playpen to Playground (Oxford University Press, 2012).
In 2010, Marina suggested that our two groups work together
to develop a programming language for young children, extend-
ing MIT’s work on Scratch and drawing on Tufts’ experience
with early childhood learning, and thus the idea for ScratchJr
was born. We teamed up with Paula Bontá and Brian Silver-
man of the Playful Invention Company (PICO), who brought
strong expertise in the design and development of p rogramming
languages for children (and who also had worked closely with
Seymour Papert). ScratchJr has been a true team effort, with
contributions by many people at Tufts, MIT, PICO, and else-
where. We encourage you to look at the ScratchJr website
(http://www.scratchjr.org/) for a full list of contributors.
We’ve been thrilled by the response to ScratchJr from thou-
sands of children, parents, and teachers around the world, but
we recognize that more and better support materials are needed
to help people use ScratchJr to its full potential. We wrote this
book to support the use of ScratchJr in both homes and schools.
We hope that you find the book useful, and we look forward to
hearing your feedback and suggestions.
xv
Preface
xvi
An Introduction
to ScratchJr
What Is ScratchJr?
ScratchJr is an introductory programming language that encour
ages creativity and expression, enabling five- to seven-year-old
children to create their own interactive projects through coding,
as it is often called these days.
Using ScratchJr, children can snap together programming
blocks to make characters move, jump, dance, and sing. They
can modify how their characters look, design their own back
grounds, add their own voices and sounds and even photos of
themselves—and then use the programming blocks to bring
their characters to life.
ScratchJr was inspired by the popular Scratch programming
language, used by millions of young people (ages eight and up)
around the world. We redesigned the interface and program
ming language to make it developmentally appropriate, as well
as fun and engaging, for younger children.
Based on feedback from children, parents, and teachers, we
went through dozens of prototypes for ScratchJr to make it as
effective as possible for its purpose. We hope that you find it a
useful tool for engaging children.
2
A n I n t r o d u ct i o n t o S c r at c h J r
3
A n I n t r o d u ct i o n t o S c r at c h J r
4
A n I n t r o d u ct i o n t o S c r at c h J r
5
Chapter 1
Getting Started
This chapter will show you how to set up and complete your
first project.
8
G ett i n g Start e d
9
Ch apte r 1
Stage
Palette
Programming Area
10
G ett i n g Start e d
Each new project starts with the ScratchJr cat. To make the
cat move, we can use the motion blocks, which are in the blue
palette of programming blocks. Use your finger to drag one of
the blue arrow blocks to the programming area.
Motion Blocks
Tap the blue block, and the cat moves in the direction of the
arrow!
You can drag more blocks to the programming area and snap
them together to make a sequence of actions, which we call a
script.
Add some more blue motion blocks to make the cat dance.
Can you guess what movement each block makes? Experiment
to see which blocks make the best dance.
To run the script and see the cat dance, tap any of the blocks
in the script. Notice that the script runs from the beginning no
matter which block you tap, and each block is highlighted as
it runs.
Congratulations! You just made your first computer program!
Now let’s turn it into a dance party!
11
Ch apte r 1
1 2
Now tap the Green Flag button at the top of the screen.
The cat will dance just like it did when you tapped on the
script!
You can see that there are other triggering blocks. You’ll
find out how to use these as you go through the other projects
in this book.
12
Discovering Diverse Content Through
Random Scribd Documents
— Ja köyhille antaa aina ilmaiseksi milloin mitäkin.
20.
— Nyt annetaan Aapolle maata mistä halutaan, eikä ole nyt sinulla
tilaisuutta valittamaan.
*****
Pulskapa oli piika siinä, mietti Hentu. Voi pakana kun oli punakka
ja muhkealanteinen. Tuommoinen melkein oli Leenakin ollut tyttönä
ollessaan, mutta nyt oli jo alkanut hieman rapistua, vaikk'ei vielä
vanhuus haitannut. Ei se enää kaikistellen jaksanut mieltä puoleensa
vetää.
21.
Aatami oli aikonutkin käskeä Ottoa pois mökistä, mutta se oli vielä
jäänyt tekemättä. Otto ei jaksanut tehdä riittävästi työtä talossa ja oli
saanut jäädä omiin hoteisiinsa. Jotenkuten sattui Otto pääsemään
valtion työhön, ja niin mentiin salomökissä viikosta viikkoon
eteenpäin.
Nyt oli Aatami päättänyt käskeä Ottoa muuttamaan pois mökistä.
Talossa ei ollut enää verotyöläisiä, ja se muutos tuntui yhtäkkiä
ikävältä. Miehiä tarvittiin talon töissä, ja nyt olisi tarjolla taas yksi
perheellinen mies, kun saisi hänelle vain asunnon.
22.
— Hyvää jouluiltaa!
Tyttö nauroi.
Painostava mieli hävisi pirtistä. Äiti kiirehti kahvia, tyttö esteli, hän
muka vain hieman lämmittelee ja sitten lähtee kotiin, pistäytyi vain
katsomaan, oliko kuusi laitettu.
Äidin ja Aapon olisi pitänyt tietää, ettei tyttö olisi lähtenyt niin vain,
ennenkuin olisi lepytellyt pojan, jonka oli luullut itselleen
vihoittelevan.
*****
— Toki minä suostun, kun vain jäät. Mutta sukkasi ja kenkäsi minä
riisun, kun ovat varmaankin kastuneet. Saanko?
— Älä nyt!
23.
Mutta se oli maattoman tuomio. Kun asui toisen maalla, oli niinkuin
lehti tuulessa.
Siihen jäi navettakin, pieni ja matala. Lehmä oli pitänyt antaa pois,
kun ei siellä kämpällä suvaittu, eikä ollut pitopaikkojakaan.
Eläkelehmäpä se vain oli, kun oma oli tullut syödyksi sota-aikana.
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