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It is full of resources to help you get started with Scratch, to plan your own lessons and to share ideas across different subjects to enhance curriculum connections. Scratch in Practice is the area with Scratch where users and the Scratch Team can share ideas, lesson plans and materials from around the world. Congratulations, you have made your first online programme! Once you have created your Sprite and added in different Scripts, you can save the clip onto your computer. You can change the look of your Sprite using the Costumes tab and you can amend and tailor sounds using the Sounds tab. The ‘Create’ tab will bring up your User Interface and you will be able to see the different command blocks on the left-hand side of the screen, clicking on each block will allow you to begin to assemble your Scripts to move your Sprite. Once on the Scratch webpage, the two tabs to begin your exploration are the ‘Create’ and ‘Ideas’ tabs, located at the top of the screen. The coordinates of the very centre of this plane is (0, 0) the number on the left is the X coordinate, and the number on. The Y axis is the vertical axis the one that’s running from top to bottom. Scratch has been designed so that the best way to understand the programme is by exploring the User Interface and developing as many Scripts as possible. Here’s what you need to know about X and Y coordinates: The X axis is the horizontal axis the one that’s running from left to right. Using the ‘Explore’ tab you can see what other parents and children are creating and the different ways in which Scratch can be used.Īs we would encourage children to get stuck straight in, we encourage parents to do the same. Next, we need the sprite to tell us what these two numbers are – we do this by using the following Sound Block:Īs you can see, this has been made by using the Event, Variables, Operators and Sound Blocks.īy signing up to Scratch you are able to save your videos and share them with others in the community. You can see the two random numbers displayed on the Stage Area in the top left corner. Next, we must set the value of these variables to be random numbers every time the flag button is clicked:Īs you can see, we used an Events Block to ensure the script runs, and then used two Operations Block within the Variables Block to set the random number. You do this by clicking on Make a Variable and then name them accordingly: The sprite will then report what these two randomly generated numbers are.įirst, we want to create two variables to store these two randomly generated numbers. To give an example, we are going to make a programme that generates two random numbers. The counter will change when you set up rules that will change the number in your code e.g. The name on this orange counter matches the name you gave when you made a variable block. A stage monitor is the name of the orange counter which appears on the top left of the stage when you make a variable. On your stage, whenever the stage monitor equals 2 your script will respond to the value you set the variable at. For instance, you can create a variable called ‘greetings’ and when you use this within your script you can add a value to it, such as ‘If greetings = 2’ ‘then the script will say hello for 2 seconds’.
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These blocks will allow you to set your own variable to a value that you give it. Variables are like containers that can hold a number or a word.