ROBOTICS AND CODING MODULE

Programming with Scratch

Turning events, sequence, loops, conditions, variables, clones and messages into an interactive story or game with readable blocks.

Last updated: 27 July 2026
MODULE IDENTITY

The distinctive work of this module

Turning events, sequence, loops, conditions, variables, clones and messages into an interactive story or game with readable blocks.

Completion evidence: Scratch project, block explanation, bug example, user test and remix/licence note.

Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable.

Core production

Scratch project, block explanation, bug example, user test and remix/licence note

Laboratory

Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable.

Safety / limit

Record power, wiring, data or user limits on hardware, and model limitations in simulation.

LESSON SEQUENCE

A 14-step learning pathway

The order is recommended. Before a project page, complete evidence from foundation, practice and debugging lessons.

01 · Simple Physics: Speed, Gravity and Collision

Model jumping and collision in Scratch using speed and gravity variables.

Open lesson →

02 · Variables and Lists

Create and update variables for scores and counters, with a short intro to lists.

Open lesson →

03 · Loops in Scratch

Automate work in Scratch with forever, repeat and repeat-until loops. An in-depth guide to Loops in Scratch with practical examples, safety notes and explained review activities.

Open lesson →

04 · Looks, Sound and Events

Bring sprites to life with costumes, speech, sound and event blocks. An in-depth guide to Looks, Sound and Events with practical examples, safety notes and explained review activities.

Open lesson →

05 · Motion and the Coordinate System

Learn to move, turn and bounce a sprite using the x/y coordinate system.

Open lesson →

06 · Debugging and Testing

Find and fix bugs in Scratch projects by tracing blocks and watching variables.

Open lesson →

07 · Clones

Use clones to multiply a sprite into items like bullets, enemies or stars.

Open lesson →

08 · Conditions and Sensing

Make sprites decide based on their surroundings with if/else and sensing blocks.

Open lesson →

09 · Broadcasting Messages and Managing the Stage

Coordinate sprites by broadcasting messages and manage backdrops and scene changes.

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10 · Score and Levels in Game Design

Learn to add score, lives and level transitions that make a game harder step by step.

Open lesson →

11 · Project: Basketball Shooting Game

Design a simple basketball shooting game with shot power, gravity and score.

Open lesson →

12 · Project: Maze Game

Combine motion, conditions and collision to build a playable maze game.

Open lesson →

13 · Project: Robot Mission Simulation

Apply the sense–decide–move loop in a Scratch robot mission simulation.

Open lesson →

14 · The Scratch Interface and Your First Project

Get to know the Scratch interface and build your first project using the stage, sprites and blocks.

Open lesson →
EVIDENCE MATRIX

Four checks before saying it works

Four checks before saying it works table
CheckQuestionEvidence to keep
InputWhich value, event or user request enters the system?Sample inputs and edge cases
ProcessWhich rule, algorithm or physical relationship is applied?Code, calculation, diagram or state table
OutputWhat should be observed in correct and incorrect states?Expected–actual comparison
SafetyUnder which condition should the system stop or request help?Safe-stop and recovery behaviour
MODULE-SPECIFIC DEPTH

Programming with Scratch: from one example to a system

Turning events, sequence, loops, conditions, variables, clones and messages into an interactive story or game with readable blocks. A correct example alone is therefore insufficient. Completion evidence should be scratch project, block explanation, bug example, user test and remix/licence note, tested with normal, boundary and invalid inputs.

In the first cycle, pair foundation and application among Simple Physics: Speed, Gravity and Collision, Variables and Lists, Looks, Sound and Events, Motion and the Coordinate System, Debugging and Testing. Predict the result, run or measure it, then explain any difference. Even when prediction and reality match, state which changed condition would break the result.

In the second cycle, complete this laboratory: Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable. Do not close with one successful screenshot. Keep the input table, expected behaviour, actual behaviour, error or measurement and the correction in one file.

In the final cycle, connect Project: Maze Game, Project: Robot Mission Simulation, Score and Levels in Game Design, The Scratch Interface and Your First Project, Loops in Scratch. Let one lesson's output become another lesson's input; show where safe stopping is needed when data type, unit, wiring, timing or user expectation changes.

Repeat the same task one month later with less source support. Compare not only speed or appearance but test coverage, explainability, safety and whether another person can rebuild the work.

CROSS-LESSON BRIDGE

How do Simple Physics: Speed, Gravity and Collision and Loops in Scratch connect?

Use the foundation produced in Simple Physics: Speed, Gravity and Collision as an input to Broadcasting Messages and Managing the Stage. Then show in Loops in Scratch how the same idea changes under the limits of a larger system. This bridge carries the goal of turning events, sequence, loops, conditions, variables, clones and messages into an interactive story or game with readable blocks. beyond one isolated example.

Add three columns to the scratch project, block explanation, bug example, user test and remix/licence note file: knowledge carried from the previous lesson, condition changed in the new lesson and result observed in testing. Sharing a word does not establish a connection; one lesson’s output should genuinely become the next process’s input.

Test the connection through this laboratory: Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable. After the first attempt, add an edge condition such as empty data, wrong type, disconnected input, extreme value or user error. Record whether the system remains understandable and safe beyond the normal example.

  • Name the previous lesson output
  • State the one changed condition
  • Separate expected and actual result
  • Define safe stopping or error feedback
  • Make one change in the second version
MICRO QUIZ

Test the reasoning behind the module

1. What is the module completion evidence?

Scratch project, block explanation, bug example, user test and remix/licence note

2. Does a simulator replace hardware testing?

No. A simulator tests logic; physical power, wiring and sensor conditions require separate tests.

3. Which four fields belong in an error log?

Condition, expected result, actual result and change made.

4. When should the project page be opened?

After completing foundation concepts and at least one practice artefact.

5. What is the module mini laboratory?

Build one game mechanic; draw sprite and event flow first, then code it, test with one user and improve one variable.

PRIMARY SOURCES

Verify versions and tool behaviour

Scratch Educators

Primary source for current technical behaviour and limits.

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Scratch video tutorials

Primary source for current technical behaviour and limits.

Open source →