TechnoStory PDF
TechnoStory PDF
TechnoStory PDF
Table of Contents
SESSION 1............................................................................................................................................ 1
Assignment 1: Introducing Scratch..........................................................................................4
Background................................................................................................................................ 4
History of Scratch...................................................................................................................... 5
Downloading Scratch..............................................................................................................6
Expectations for Using Scratch............................................................................................. 8
Assignment 2: Exploring the Scratch Environment.............................................................. 9
Learning How to Use the Scratch Menu............................................................................ 9
Exploring the Stage................................................................................................................ 11
Getting to Know the Scratch Sprites................................................................................. 13
The Scratch Elements............................................................................................................ 34
Assignment 3: Customizing Scratch Elements.................................................................... 35
Learning about the Paint Editor......................................................................................... 35
Adding a Customized Sprite................................................................................................36
Adding a Customized Costume to a Sprite.................................................................... 39
Adding a Scratch Stage Backdrop................................................................................... 40
Travelling Using Scratch........................................................................................................ 46
Session 1 Review: The Scratch Environment....................................................................... 47
Session 1 Skill Review: Exploring Scratch.............................................................................. 49
SESSION 2.......................................................................................................................................... 53
Assignment 4: Events and Motion Blocks............................................................................. 56
The Use of Events and Motion Blocks................................................................................ 61
Assignment 5: Sensing Blocks.................................................................................................. 62
The Use of Sensing Blocks..................................................................................................... 67
Assignment 6: Sound Blocks.................................................................................................... 68
Knowing the Importance of Sounds................................................................................. 75
Assignment 7: Looks Blocks...................................................................................................... 76
Capabilities of the Looks Blocks......................................................................................... 83
Assignment 8: Operators Blocks............................................................................................. 84
The Use of Operators Blocks................................................................................................ 91
Teaching the skills of tomorrow…today!
TECHNOSTORY
Create a story about your quest to save your land from disaster, and then bring it to life
using the Scratch application.
Background
Scratch is a tool that brings stories to life. It is a graphical programming language that allows
users to create interactive stories, animations, games, and the like.
Scratch has both offline and online project editors. Users can download the offline editor
from the website, and then install it on the computer. The online editor, on the other hand,
allows users to create projects directly on the Scratch website. Both options allow users to
share their projects online so that other Scratch users can view them and give feedback.
For the following assignments, however, we will use Scratch’s offline editor.
Because of its visual user interface (e.g. drag and drop blocks of conditions, sprites, etc.),
Scratch makes computer programming more engaging and accessible to its target users,
especially children, teenagers, and beginners in the field of programming. As users create
and share Scratch projects, they also learn important mathematical and computational
concepts while producing creative ideas, presenting logical reasons, and working
collaboratively with their peers.
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TECHNOSTORY SESSION 1
History of Scratch
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GETTING STARTED WITH SCRATCH
Downloading Scratch
To start creating your own story using the Scratch offline editor, you need to install it on your
computer first. Follow the steps below to download the application:
1. Open your web browser. Type the URL http://scratch.mit.edu/download into the
address bar, and then press Enter on your keyboard.
2. On the webpage, download the Scratch program installer compatible with your
operating system.
3. After downloading the installer, go to your Downloads folder (or whichever folder stores
your downloaded files). For this example, we will be installing the application via a
Windows operating system. Double-click on the Scratch installer. If an Open File window
appears on your screen, click the Run button. Otherwise, the installation should start
automatically.
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TECHNOSTORY SESSION 1
4. The installation should be done in a few minutes. When a prompt appears, click on No,
thanks.
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GETTING STARTED WITH SCRATCH
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
Now that you’re already familiar with Scratch and its possibilities, list five (5) projects you
would be interested to develop using the application.
1. __________________________________________________________________________________
2. __________________________________________________________________________________
3. __________________________________________________________________________________
4. __________________________________________________________________________________
5. __________________________________________________________________________________
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TECHNOSTORY SESSION 1
After installing Scratch on your computer, open the application to start exploring its
environment. For reference, take a look at the image below:
Let us start exploring the Scratch environment by opening a sample Scratch project using
the steps below:
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Let us explore the “FishChomp” project’s Stage. The Stage is the area on the right side of the
environment where you can see your projects come to life. Sprites move, turn, and interact
with one another on the Stage.
The Stage is 480 units wide and 360 units tall, and is divided into an x-y grid. The middle of
the Stage has an x-coordinate and y-coordinate of 0. The x-coordinate refers to the exact
horizontal position of the cursor, while the y-coordinate refers to the vertical position.
To know the x and y coordinates of the green fish, move it around the Stage, and then look
at the X-Y display just below the Stage.
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GETTING STARTED WITH SCRATCH
Move the green fish so that it completely covers the pink coral below it. Now, identify its
current coordinates. What are the green fish’s x- and y-coordinates?
x-coordinate: ________
y-coordinate: ________
Presentation Mode
To exit presentation mode, click the Exit presentation button found on the upper-right
corner of the Stage.
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TECHNOSTORY SESSION 1
You can access the three primary components listed above by selecting a specific sprite
and then clicking the Code, Costumes, or Sounds tab.
Adding a Sprite
You’ve been living in the mountains for quite some time now. While hiking in
the woods one day, you stumbled upon an orange cat. Since then, you’ve
grown fond of the cat and it eventually became your pet. You even named
it “Scratch” because it scratched the ground whenever it got bored. You
were so fascinated with Scratch that you would always show it off to people
you meet.
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GETTING STARTED WITH SCRATCH
1. To create a new project, open the
Scratch application and select File ►
New from the Menu.
2. Once a new project is created, a default cat sprite named “Sprite1” will be seen on the
Stage. Add your character to the Stage so you can finally meet the orange cat. To add
a new sprite, follow the steps below:
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Viewing the Sprites Pane
To know more about a selected sprite, you can look at the Sprite Info Pane. This contains
information such as the sprite's name, x and y positions, and direction.
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GETTING STARTED WITH SCRATCH
A. Changing the Sprite’s Direction and Position
You and the orange cat were inseparable, and you were always exploring
the mountains together.
Teach the orange cat to face the same direction as the boy at all times. To start,
change its direction by locating the sprite rotation style buttons on the Sprite Info
Pane.
Allow the sprite to rotate up to 360 degrees by clicking the Direction field. You
can either specify the angle you want for your sprite or adjust the arrow in the
circle. There are three icons present under the circle, all of which correspond to
different ways for manipulating your Sprite’s direction.
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Once you click the circular arrow icon, it will allow your sprite to rotate a full 360
degrees. The linear arrow icon, on the other hand, only allows you to change
your Sprite’s direction to left and right.
Example:
circular arrow
icon
linear arrow
icon
The slashed circular arrow icon beside the linear arrow disables rotation and
makes the sprite face 90 degrees.
After teaching the orange cat to follow a direction, train it to stay near you by
changing its position on the Stage via the steps below:
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GETTING STARTED WITH SCRATCH
3. Perform step 1 on the orange cat, but
this time, change the x and y positions
of this sprite to 81 and -91,
Stage output:
B. Renaming a Sprite
Your exploration together led you to a village where a large tribe resides.
When one of the tribe officials saw you, he asked for yours and your pet’s
names.
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Introduce yourself and the orange cat to the tribe official by renaming the two
sprites.
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GETTING STARTED WITH SCRATCH
C. Duplicating a Sprite
Soon enough, you discovered that the village was where Scratch came from,
and that his true master lives there. One of the tribesmen quickly recognized
Scratch as he had been looking for the cat for days. It appears that Scratch
had gone astray while he and his owner were making their way towards a
cave. The tribesman then told you where Scratch's true owner lives. Following
his directions, you searched for a small hut. When you finally found it, you
found a group of kittens resembling Scratch outside. In just a few moments,
Scratch's true master emerged and revealed that Scratch fathered all the
kittens.
Create five duplicates of Scratch on the Stage using the following steps:
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The Sprites Pane should now look like the image below:
You noticed that the kittens varied in size. Some were big and some were small.
After duplicating sprites, vary their sizes accordingly. Use the Size field to change a
sprite’s size:
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GETTING STARTED WITH SCRATCH
Deleting a Sprite
Having found out that Scratch is the father of the kittens, you realized that you
could no longer take him with you. You bid farewell to Scratch and left him
behind with his kittens and his true master.
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You need to leave Scratch and the kittens with their owner. To do this, you need to learn
how to remove sprites from the Stage.
Seeking comfort, you decided to visit Tim, a good friend you met in the
mountains. He lives west from your current location.
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GETTING STARTED WITH SCRATCH
Follow the steps below to add a simple movement to your sprite:
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TECHNOSTORY SESSION 1
5. You can change the number 10
on this block to your desired
number (a positive number
makes the sprite move to the
right, while a negative number
moves the sprite to the left).
Since Tim lives west from your
current location, you should
make your sprite move to the
west/left. Just double-click on the
number and replace it with any
negative number you like (e.g. -
20).
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GETTING STARTED WITH SCRATCH
8. To attach the
block, position the Motion block
below the Events block by
dragging and releasing it when
you see a gray line between the
two blocks.
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B. Changing Costumes of a Sprite
Importing a Costume
It seemed that things weren’t going your way because rain started to pour.
Luckily, you found materials, which you used to create an improvised raincoat.
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GETTING STARTED WITH SCRATCH
4. Locate the TechnoStory
Resource Files folder, and
select Costumes. Choose
an appropriate one for
your sprite. If your
character is male, you may
choose the “boy-raincoat”
costume. If your character
is female, select the “girl-
raincoat” costume. Click
Open once you’re done
selecting.
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Deleting a Costume
By the time the rain stopped, you were already near Tim's house. By now, your
makeshift raincoat was falling apart, so you decided to remove it.
Delete your sprite’s costume where s/he is wearing a raincoat using these steps:
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GETTING STARTED WITH SCRATCH
4. Once the costume is
deleted, the Costumes tab
should look like the image
on the right.
You finally arrived at Tim’s house. You open the front door and call out his name.
You need to add a sound of a door opening to your sprite. There are two methods
for adding a sound effect: through recording or importing a sound file. To start
adding a sound to a sprite, select a specific sprite from the Sprites Pane, and then
click on the Sounds tab.
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Recording a Sound File
Before recording a sound file, make sure that you have a microphone installed
on your computer. Follow the steps below to add a recorded sound file to a
sprite:
1. Under the Sounds tab, hover on Choose a Sound icon. Click the Record
button. A dialog box will appear:
5. If you discover an error during the playback, you can revise this by clicking the
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GETTING STARTED WITH SCRATCH
6. Once you’re satisfied with the recording, click Save to add it to the sprite.
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To listen to the sound again, click the play button . To stop the playback,
click the stop button . To delete the imported sound, click the button on
the upper right of the sound.
At this point, the sounds on your project will not play yet. You need to use scripts
or blocks to play the sounds, which we will be discussing in the next assignments.
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GETTING STARTED WITH SCRATCH
If there is another component you want a sprite to have aside from its three primary ones
(Scripts, Costumes, Sounds), what would it be and why?
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
While you were waiting for your friend Tim outside his house, you saw a little girl crying near
the gate. When you asked her why, she said that she got lost and couldn’t find her way
home. The little girl lives east from Tim’s house.
Teach her how she can find her way home by drawing the correct Events and Motion
blocks in the box provided below. You can look at the list of blocks in the appendix for
reference.
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The Scratch Paint Editor is a built-in image editor. It enables you to design and edit
customized sprites, costumes, and backdrops. You can find the descriptions of all the Paint
Editor’s tools in the appendices.
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GETTING STARTED WITH SCRATCH
You and Tim were so glad to see each other that you immediately started
exchanging stories about your different adventures. You were both deeply
engaged in the conversation when Tim suddenly started looking quite uneasy; it
seemed like something was bothering him. Concerned, you asked him about it. He
replied, "Your land is in very poor shape. Its people are suffering more and more
each day." He could not elaborate on the cause of this unfortunate situation. All he
knew was that your homeland had changed drastically from the time you left it.
This example will show you how to create your version of Tim.
1. Under the Sprites Pane, A.) Move your
mouse over the Choose a Sprite button.
B.) Click on the Paint button.
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The Paint Editor will appear, allowing
you to create your customized sprite.
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GETTING STARTED WITH SCRATCH
4. Next, choose the color black from the
Color Palette and use the Brush tool to
draw Tim’s hair and facial features.
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This example will show you how to create a costume (back view) for Tim.
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GETTING STARTED WITH SCRATCH
5. The new costume will appear on the list of
your sprite’s costumes.
On the right of the Sprites pane, click the Backdrop pane. The Backdrop tab will appear.
You can apply the same methods for inserting or drawing sprites to do the same for a
Backdrop.
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You couldn’t stand the thought of your loved ones suffering, so you decided to head
back to your land to see the situation for yourself. You took one last look at the
mountains for quite some time, and then continue on your journey back to your
homeland.
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GETTING STARTED WITH SCRATCH
2. Look for the “Hill” backdrop from
the Outdoors category. Clicking it
automatically adds it as a
backdrop.
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2. In the Paint Editor, choose light
blue from the Color Palette.
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GETTING STARTED WITH SCRATCH
5. After creating the sky, choose
green from the Color Palette and
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C. Importing a Scratch Stage Backdrop
The Upload Backdrop button opens a pop-up window. This option enables you
to import a backdrop from your files. Locate the file on your computer and click the
Open button.
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GETTING STARTED WITH SCRATCH
If you could go anywhere (whether it exists or not), where would it be and why? Bring us to
that place by using the Scratch Paint Editor to create a customized backdrop. Set this
customized backdrop as the Stage’s backdrop. Finally, use the editor to create a sprite in
your own image and place it on the Stage.
Sample output:
Explain why you want to go to the place you’ve just created using the Scratch Paint Editor.
Example: I want to go to a castle in the sky because I want to see the view from up there. I
think it would be a nice change to see clouds from above instead of always seeing them
from below. I've also always wondered how it would feel like to walk on clouds. Since some
cartoons depict clouds as this soft, fluffy substance that characters can walk on, I would like
the clouds in my background to appear like that as well.
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
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A. Graphical B. Logical
C. Mental D. Mathematical
2. This refers to the group of people who developed the first version of Scratch in 2006.
3. This refers to the part of the Scratch environment where you can see your stories,
games, and animations come to life.
A. Stage B. Script
C. Sprite D. Blocks
A. B.
C. D.
6. You place the blocks that you use to script your program in this area.
7. This part of the Scratch environment contains all sprites added to the Stage.
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GETTING STARTED WITH SCRATCH
9. These are collections of code blocks that outline the programming logic for
controlling the operation of sprites.
A. Scripts B. Costumes
C. Sounds D. Images
10. These are sound effects played during the application execution when certain
events occur or as background audio.
A. Scripts B. Costumes
C. Sounds D. Images
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TECHNOSTORY SESSION 1
Feeling exhausted from the long journey, you decided to take a quick nap. You
woke up from a strange dream after nearly an hour. In your dream, you saw two
men inside a castle wearing crowns. It seemed like they were staying away from
each other. One of them was screaming because he was suffering, while the other
one was laughing because he seemed to have succeeded in his wicked plan.
1. Create a new Scratch project to make the previous dream come to life. Remove
the cat sprite from the Stage since you will not be using it in this activity.
2. For this new Scratch project, create your customized sprite of a sad man wearing a
crown using the Paint Editor. Place it on the Stage and name your customized sprite
“Sad King.”
3. Duplicate the “Sad King” sprite and place the duplicate beside it. Name the
duplicate “Evil King.”
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GETTING STARTED WITH SCRATCH
Stage Sprite Info Pane
4. The “Evil King” sprite should look wicked. To change his appearance, use the Paint
Editor to edit its costume. The easiest way to edit his appearance is to change his
facial expression from sad to devious.
Appearance of the Evil King Before Appearance of the Evil King After
5. Use the Paint Editor to create your own customized backdrop for the Stage. The
backdrop should look like the inside of a castle.
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6. Add sounds from the Scratch Library for the two kings. Use sound “Scream2” tor the
“Sad King” and “Crazy Laugh” for the “Evil King.”
7. Add movements to the two sprites. Upon clicking the green flag, the “Sad King”
should move 20 steps to the left and the “Evil King” should move 20 steps to the right.
Test the project by clicking the green flag.
8. Save the project by clicking File ► Save to your computer on the Menu. Name the
project, and then click the Save button.
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SESSION 2
SCRATCH BLOCKS
Now that you’re familiar with the Scratch interface and its tools, it’s time to
learn about coding. Scratch blocks are used to program a Scratch
application. They are the codes themselves, and you have to arrange them
in the Scripts Area to create your program.
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SCRATCH BLOCKS
Before the sun set, you decided to pass through a desert on the way to a farm where
food can be gathered. While in there, you saw big rocks blocking your way. In order
to get to your next destination, you need to cross the path where there are no
boulders.
Instructions: Add your main sprite to the Stage and change its name to your nickname.
Change the Stage backdrop to a desert image. To create the maze where the main sprite
needs to cross, place boulders on the Stage. The maze starts from where the sprite is
standing (see image below) and ends at the back of the cactus. Upon pressing the right
and left arrow keys, the sprite should move to the right and the left, respectively. The up
arrow should move the character upwards, and the down arrow should move the
character downwards.
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Steps:
1. Open Scratch. Remove the orange cat and insert
the Main character you've chosen for the story.
Don't forget to change the sprite’s name to your
nickname (ex. John). Review the previous session
for instructions on inserting a sprite.
4. The main character needs to cross the boulders blocking his way. To do this, he should
be able to move around the Stage. Select the main sprite and add movements that
can be executed by pressing the up, down, left, and right arrow keys. Here are the
movements that should be executed:
Up arrow key – moves the sprite up
Down arrow key – moves the sprite down
Right arrow key – moves the sprite to the right
Left arrow key – moves the sprite to the left
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SCRATCH BLOCKS
Up Arrow Key
a. From the Blocks Palette, select Events. Drag the block to the
Scripts Area.
b. Click the drop-down button beside the word space and change it to up arrow.
c. Add movement to the sprite corresponding to the up-arrow key by selecting Motion
from the Blocks Palette. Drag the block and place it under the Events
block .
d. Press the up-arrow key to check if the sprite is moving up.
e. From the Blocks Palette, select Events. Drag the block to the
Scripts Area.
f. Click the drop-down button beside the word space and change it to the down arrow.
g. Add movement to the sprite corresponding to the down arrow key by selecting Motion
from the Blocks Palette. Drag the block and place it under the Events
block .
h. Change the number 10 to -10 to make the sprite move downwards.
i. Press the down arrow key to check if the sprite is moving downwards.
j. From the Blocks Palette, select Events. Drag the block to the
Scripts Area.
k. Click the drop-down button beside the word space and change it to right arrow.
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l. Add movement to the sprite corresponding to the right arrow key by selecting Motion
from the Blocks Palette. Drag the block and place it under the Events
block .
m. Press the right arrow key to check if the sprite is moving to the right.
n. From the Blocks Palette, select Events. Drag the block to the
Scripts Area.
o. Click the drop-down button beside the word space and change it to left arrow.
p. Add movement to the sprite corresponding to the left arrow key by selecting Motion
from the Blocks Palette. Drag the block and place it under the Events
block .
The script for the main sprite should look like the image below:
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SCRATCH BLOCKS
5. Try controlling the main sprite by pressing the arrow keys until it reaches the end of the
maze. Once it does, the sprite can reach the farm where it can collect food before the
sun sets. Once there are no errors in the sprite’s movements (i.e., it can reach the end of
the maze with no trouble), save the project by clicking File ► Save to your computer in
the Menu. Name the project, and then click Save.
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Match column A with column B by identifying the correct block that matches the situation.
Write the letter of your answer on the blank provided.
Column A Column B
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SCRATCH BLOCKS
Having arrived at the farm, you found several fruits, vegetables, and snacks.
You decided to gather just enough to last the whole journey.
Instructions: Add your main sprite to the Stage and change its name to your nickname.
Change the Stage backdrop to an image of a farm. Add at least five (5) food sprites on the
Stage. Upon clicking the arrow keys, the main sprite should move toward the food and
collect it. Once a certain food item has been collected, it should disappear from the Stage.
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Steps:
1. Open Scratch. Remove the orange cat and
insert the Main character you've chosen for
the story. Don't forget to change the sprite’s
name to yours (ex. John).
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SCRATCH BLOCKS
4. Select the main sprite and add movements that it will execute when you press the arrow
keys. Use the Up arrow key to move the sprite up by 10, and the down arrow key to
move the sprite down by -10. Press the right arrow key to move the sprite to the right by
10, and the left arrow key to move the sprite to the left by -10. You may go back a few
pages to review the lesson. The script for the main sprite should look like this:
5. Add another Events block to the main sprite to set its x and y positions on click of the
flag.
a. From the Blocks Palette, select Events. Drag the block and drop it on
the Scripts Area right after the scripts for the arrow key controls.
b. Set the main sprite’s position when the green flag is clicked by selecting Motion from
the Blocks Palette. Add the block right after the block,
and change the value to -170. Set the sprite’s y position by adding the
block after the last added block. Change the value to -90. This positions the main
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c. Try moving the character around
the Stage using the arrow keys to
change its location.
d. Click the green flag afterwards. The main character will now be situated on the
location with the following coordinates: x: -170 and y: -90.
6. Add scripts that will make the food disappear when approached by the main sprite.
a. Select one of the five food items on your Sprites Pane. From the Blocks Palette, click
b. Select Looks from the Blocks Palette. Look for the block and place it under
the Events block you’ve just added. This script displays the food on the Stage after
clicking the green flag.
c. Go to Control and select the block . At this point, this Control block still
doesn’t have a condition inside it. To add a condition, select Sensing from the
block . Click the drop-down button on this block and select your main
sprite’s name. This block of code doesn’t come into play until the food is already
touching the main sprite.
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SCRATCH BLOCKS
d. Once the main sprite comes into the contact with the food, it should no longer
appear on the Stage. To get this result, select Looks from the Blocks Palette and
7. Run the project by clicking the green flag. The main character should move correctly
upon pressing the arrow keys. When it touches a portion of food, the latter should no
longer appear on the Stage. When the green flag is clicked after collecting all the food,
all sprites should appear on the Stage again, and the main sprite should be placed on
the specified x and y positions.
8. Once you’re done with the project, save it by clicking File ► Save to your computer on
the Menu. Name the project, and then click Save.
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Determine whether the following statements are True or False. Write your answers on the
blanks provided before each number.
__________ 1. If you want the sprite to move five steps to the left, you need to use the
block.
__________ 3. The code below will make an object disappear if it touches John.
__________ 5. You can find the block under the Blocks Palette
category named Sensors.
__________ 8. The code below will make an object disappear if it touches John.
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SCRATCH BLOCKS
When you arrived at your third destination (the forest), it was already dark. You
decided to sleep under a tree and while walking toward it, three animals blocked
your way. To get through them, you have to approach them and let them know that
you won’t harm them. Once they've calmed down, they will make a sound and let
you pass.
Instructions: Add your main sprite to the Stage and change its name to your nickname.
Select the Stage and change the backdrop to an image of a forest. After setting the
backdrop, add at least three (3) animals on the Stage. On the click of a key, the main sprite
should slowly approach a specific animal. Once the sprite touches the said animal, it should
make a sound and move five steps backward.
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TECHNOSTORY SESSION 2
Steps:
1. Open Scratch. Remove the orange cat and
insert the Main character you've chosen for
the story. Don't forget to change the sprite’s
name to your nickname (ex. John).
4. Add an action that the main sprite will perform once you press a key. In this activity, the
number keys will trigger the main spite's movement toward a specific animal: number 1
for the horse, 2 for the bear, and 3 for the dog.
a. From the Blocks Palette, choose Events, select the block and
place it on the Scripts Area. Click the drop-down button beside the word space and
select 1.
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b. The main sprite should point toward animal 1 when number 1 is pressed. To achieve
this, choose Motion from the Blocks Palette, select the block,
and place it under the previously added Events block on the Scripts Area. Click the
drop-down button on this block and select the name of the animal 1 sprite. In this
example, animal 1 is named “Horse1.” The code should now look like the image
below:
c. Next, we will make the main sprite move toward a certain animal and then stop
once the latter comes into contact. Follow the steps below to achieve this:
From the Blocks Palette, choose Control, select the block, and
place it on the Scripts Area right after the block. This block
makes the scripts inside it run forever unless a certain block stops it.
Inside the forever block, add the
to 15 steps to make
the main sprite’s steps bigger. Try
pressing 1, and you will see that the
main sprite quickly approaches
animal 1. Your code should now look
like the image on the right.
Quick movements may frighten the animals. To avoid this, delay the sprite’s
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At this point, animal 1 won’t stop moving even after the main sprite touches it.
To make the animal stop, let us add a conditional block that will check if the
main sprite has already touched the animal. From the Control blocks, select the
5. Repeat step 4 for keys 2 and 3. To do this, right-click on the existing script of your main
sprite and select duplicate. Do the same for the remaining two (2) animals. You may
also modify some blocks slightly as seen in the images below.
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Note: Items inside the boxes are the changes that need to be done.
6. At this point, the main sprite will have performed all of its actions, specifically
approaching each animal upon the click of keys 1, 2, and 3. The next task is to make the
animals produce a sound once the main sprite touches them. We should also add a
script that will allow the animals to make way by moving five steps backward.
horse, let us add the Events block . Before running the project,
click the green flag to trigger the animals’ actions.
To ensure that the animal stays still until the sprite touches it, add the
library button. The Sound Library window should appear. Choose the
Animal category and select the sound for animal 1 (e.g., horse). The sound of a
horse should now appear in your sounds list. Remove any unnecessary sounds
from the list, if any. To make this sound work, choose the Scripts tab. Choose
After playing a sound, the animal should move five steps backward to make
way for the main sprite. To achieve this, let us use the Control block
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After dragging and dropping the scripts for animals 1 and 2, you can now
proceed with the necessary modifications for both animals:
Note: The items inside the boxes are the necessary modifications.
7. Again, make sure that the necessary sound files for animals 2 (bear), and 3 (dog) are on
their respective Sounds lists. You can also find these files inside the Sounds Library.
Bear: Dog:
8. Remember to click the green flag to run the project. All animals, when approached by
the main sprite, should produce their respective sounds and move five steps backward.
When done with the project, save the file by clicking File ► Save to your computer.
Name the project, and then click Save.
74 TECHNOKIDS INC.
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_________________________________________________________________________________________
_________________________________________________________________________________________
________________________________________________________________________________________
Explain what happens to the dog when you click the green flag. The blocks below are
scripts for Dog1:
_________________________________________________________________________________________
_________________________________________________________________________________________
________________________________________________________________________________________
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SCRATCH BLOCKS
After awakening from a very deep sleep under a big tree, you immediately got
up and further explored the forest until you finally found the cave, which you
need to pass through to get to the king’s castle. The cave is said to be inhabited
by creatures who do not like to be disturbed. However, they let anyone pass
through as long as s/he is not frightened of them. You must thus be very careful
when passing through lest you disturb the creatures.
Instructions: Add your main sprite to the Stage and change its name to your nickname.
Select the Stage and set its backdrop to an image of the inside of a cave. Add three (3)
monster sprites and place them on the cave’s walls. When the main sprite touches a
monster, the creature should change its costume, produce a sound (scream), and say
something.
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Steps:
1. Open Scratch. Remove the orange cat and
insert the Main character you've chosen for
the story. Don't forget to change the sprite’s
name to your nickname (ex. John).
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5. After adding the monsters as sprites, add their corresponding costumes by following the
steps below:
6. Select the main sprite and add movements that it will execute when you press the arrow
keys. Use the Up arrow key to move the sprite up by 10, and the down arrow key to
move the sprite down by -10. Use the Right arrow key to move the sprite to the right by
10, and the left arrow key to move the sprite to the left by -10. You may review the
previous lesson to check your steps.
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The script for the main sprite should look like this:
7. Add scripts to each monster. Once it touches the main sprite, it should change its
costume, scream, and say something.
a. Select one of the three monster sprites from the Sprites Pane.
c. Check if the monster touches the main sprite by using the Control
block. This block makes the code inside it run continuously.
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a. Let us make the monster look angry. Change the monster’s costume when the
main sprite disturbs it by choosing Looks from the Blocks Palette, selecting the
“monster1_costume.”
b. Add a sound that the monster sprite will produce when it touches the main sprite.
Select the Sounds tab, and then click the Choose sound from library button.
Select the Animal category from the Sound Library. Select the “Grunt” sound file to
automatically add the sound to the sprite. The sound will now be on your list of
sounds for the sprite. Add the block to the Scripts Area
c. After producing a sound, the monster should say something to the main sprite. To
achieve this, choose Looks from the Blocks Palette, select the
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d. Restore the monster's original costume once the main sprite is no longer touching it
e. Repeat steps A to D for all the other monsters. To achieve this, drag the first
monster’s existing script, and drop it over the other two monsters in the Sprites Pane.
This saves you time for different sprites with similar scripts. Make sure to change the
costumes’ values and the script for each monster’s text so that they all have
different dialogues. Also, remember to import the “Grunt” sound for all monsters
since the previously imported sound only applies to the selected sprite.
Note: The items inside the boxes are the changes that need to be done.
Monster 2 Monster 3
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8. Click the green flag to test the project. Try moving the main sprite up, down, left, and
right. Try hitting the monsters to make sure that they react as well. When done with the
project, save it by clicking File ► Save to your computer. Name your project, and then
click Save.
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Give three (3) specific scenarios where the Looks blocks can be used. Be creative with the
scenarios you will write.
(e.g. When two sprites touch, they can say something to each other using the
Looks block.)
1. __________________________________________________________________________________
_________________________________________________________________________________
2. __________________________________________________________________________________
_________________________________________________________________________________
3. __________________________________________________________________________________
_________________________________________________________________________________
1. - ______________________________________________________________________
2. - ________________________________________________
3. - ________________________________________________________
4. - _______________________________________________________________________
5. - __________________________________________________________________
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SCRATCH BLOCKS
You managed to reach the castle walls, but you needed to find a way to enter the
castle without being noticed. With Louis on the throne, you were certain that you would
not be welcomed due to your ties with his twin brother. You suddenly remembered King
Philippe telling you about a hidden passage located somewhere along the castle’s
sides.
Instructions: Add your main sprite to the Stage and change its name to your nickname.
Select the Stage and change its backdrop to the bird’s eye-view of a castle. Assign points
that will serve as possible hidden passages. Add motion to the main sprite upon pressing the
arrow keys. When the up arrow is pressed, the main sprite will move up. When the right arrow
is pressed, the main sprite will move right, etc. When the main sprite touches a point, it
should be informed whether the latter is the hidden passage or not.
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Steps:
1. Open Scratch. Remove the orange cat and
insert the Main character you've chosen for
the story. Don't forget to change the sprite’s
name to your nickname (ex. John).
Click your character from the Sprites Pane. Go to the list of Events blocks and add
the block to the Script Area so that when you click the green flag,
the scripts under this block will be executed.
Add the Control block and put the block inside it.
After you click the green flag, it will execute the script every time the condition within
is met.
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SCRATCH BLOCKS
Go to the list of Operators blocks and add the block to the Scripts
Area. This will check the values of all the x- and y- coordinates.
Add two other blocks to the Scripts Area. The first one will check
the values of the x-coordinates, while the other one will be used to check the values
of the y-coordinates.
The location of the X symbol on the x-axis is greater than -67 and less than 31. The
location of the X symbol on the y-axis is greater than 110 and less than 144. We want
our condition to be:
If the main sprite goes over to the X symbol with the x coordinate greater than -67
and less than -31, and with the y coordinate greater than 110 and less than 144, then
the main sprite should say whether it is the hidden passage or not.
b. Put -67 as the value in the block, and -31 as the value in the
block.
c. Drag the output blocks from step B to one of the blocks like so:
e. Put 110 as the value in the block, and 144 as the value in the
block.
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TECHNOSTORY SESSION 2
f. Drag the output blocks from step E to one of the blocks like so:
g. Drag the output blocks from steps C and F to the remaining block
like so:
h. Drag the output block from step G to the blocks like so:
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SCRATCH BLOCKS
j. Add the output block from step I inside the
block:
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TECHNOSTORY SESSION 2
5. Duplicate the blocks in step 5 by right-
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SCRATCH BLOCKS
7. Select the main sprite and add movements that it will execute when you press the arrow
keys. Use the Up arrow key to move the sprite up by 10, and the down arrow key to
move the sprite down by -10. Click the right arrow key to move the sprite to the right by
10, and the left arrow key to move the sprite to the left by -10. You may go back a few
pages to review the steps from a previous lesson. The script for the main sprite should
look like this:
8. Click the green flag to test the project. Try moving the main sprite up, down, left, and
right. When done, save the project by clicking File ► Save in the Menu. Name your
project, and then click Save.
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Determine if the following statements are True or False. Write your answers on the blanks
provided before each number.
__________ 3. The position is at point (0,0), which is at the center of the Stage.
__________ 4. If the character on the Stage is at point (0,5), it will still execute the said block.
__________ 6. Operators blocks accept any information inside it, such as the information
shown on the image below:
__________ 7. You can use Operators blocks to perform mathematical operations such as
addition, subtraction, multiplication, and division.
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SCRATCH BLOCKS
Louis was stunned to see you standing before him. He had no idea how you got into
the castle, let alone his own room. As you tried to interrogate him, he pretended to
be his twin brother. Little did he know, you were already taking note of all the lies he
was saying. You told yourself that if this “king” tells at least five lies, then he is certainly
not King Philippe. You would then have to take proper action.
Instructions: Add your main sprite to the Stage and change its name to your nickname.
Select the Stage and change its backdrop to an image of a big room inside a castle. Add
Louis, the king’s twin brother, to the Stage. When you click on the main sprite, a yes-or-no
question, which Louis should answer, should appear. The lie counter should increase in
increments each time Louis lies. Don’t forget to set the appropriate questions and answers
beforehand.
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TECHNOSTORY SESSION 2
Steps:
1. Open Scratch. Remove the orange cat and
insert the Main character you've chosen for
the story. Don't forget to change the sprite’s
name to your nickname (ex. John).
TECHNOKIDS INC. 93
SCRATCH BLOCKS
4. Think of five (5) questions that the main sprite will ask the evil twin brother and specify the
correct answers to each one.
Sample questions are:
a. Is that the robe I gave you? The answer should be yes.
b. We have been friends for five years, right? The answer should be no.
c. You talked to the farmers about the agriculture concerns last year, right? The
answer should be yes.
d. You told me about the hidden passage, right? The answer should be yes.
e. Have you fed Orion already? The answer should be no.
5. Since the main sprite has five (5) questions for the king’s twin brother, you need to keep
track of these by creating a variable. Follow the steps below:
a. From the Sprites Pane, select the main sprite (person).
b. Select Variable from the Blocks Palette and click on the Make a variable button.
A pop-up window will appear asking for a variable name. Name the variable
“questionCount” and select the option “For this sprite only,” since only the main
sprite will use this variable. Click OK when done.
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TECHNOSTORY SESSION 2
In the Blocks Palette, you will already see the variable “questionCount.” Tick the
6. A question should appear on the screen when you click on the main sprite. To achieve
this, follow the steps below:
a. Start the script with the block from Events. This block triggers the
actions under it.
b. When you click on the main sprite, a question should appear. To increase the
number of questions, choose Variables from the Blocks Palette and add the
c. You need a block that will check the “questionCount’s” value to display the correct
question every time you click on the main sprite. Use the Control
block. Add a condition to it by choosing Operators from the Blocks Palette and
TECHNOKIDS INC. 95
SCRATCH BLOCKS
d. Add actions inside the if () then block. The main sprite is supposed to ask the evil
e. Use the from Events block to inform all the sprites of the
“questionCount” variable’s value. This block sends a message to all the sprites. This
will come in handy later on. Add as the message to broadcast to all
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TECHNOSTORY SESSION 2
You should see the variable “lieCounter” in the Blocks Palette. Tick the
box to make the variable visible on the Stage.
8. The twin brother should reply to each question. Add an action to his sprite by using the
block from Events. This block runs the script below it when it
receives a specified broadcast message. The messages the main sprite broadcasts
are the numbers 1, 2, 3, 4, and 5. Each broadcasted message signifies the
“questionCount.”
Add a message to this block by clicking the drop-down button, selecting new
message, and typing “1” as the message name.
9. Add scripts under the previously added Events block. Set the twin brother’s answers to
and vice versa, add the Variable block. This block increases
the “lieCounter” value by 1.
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SCRATCH BLOCKS
11. When you try to click on the main sprite, it should display a
question which the twin brother should respond to. When
the “questionCount” is already greater than ‘5,’ no
question should appear. To reset the “questionCount” and
“lieCounter” variables, select the main sprite from the
and variables.
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12. Let's add another then statement in the main sprite’s scripts enabling
him to have a dialogue of him with the evil twin brother establishing that he is not the
real king. This should occur once all five questions have been asked, and when the
“lieCounter” variable ends up greater than 0. Follow the steps below:
a. Select the main sprite from the Sprites Pane and click on the Scripts tab.
b. After the main sprite’s last if () then statement, add the sixth if () then block.
Before adding the conditions of the if () then statement, add the
block, add the block. The first condition checks if the main
sprite is done asking all five questions. For the second condition, add the
block. This checks if the evil twin brother lied to the main
sprite. The sixth if () then block should now look like the image below:
c. When both conditions of the block are met, make the main
sprite tell the evil twin brother that he is not the real king. Select Looks from the
13. Test the project. Make sure that the question displayed every time you click on the main
sprite is different, and the answers are the same with what you specified in the blocks.
Also, check if the “lieCounter” and “questionCount” variables are increasing in the right
increments. Check if the values of these variables reset whenever you click on the green
flag. When done, save the project by clicking File ► Save in your computer in the Menu.
Name your project, and then click the Save button.
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SCRATCH BLOCKS
Read the questions carefully. Write your answers on the blanks provided using no less than
three (3) sentences. Each item is worth five points.
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
_________________________________________________________________
Provide an alternative situation that still requires the use of Variables blocks for Assignment 9.
Explain how the Variables blocks will be used.
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
_________________________________________________________________
You offer Louis a bargain: If he tells you where the real king is, you will spare his life.
Threatened, the false king had no choice but to give in. Once he handed you the keys
to the castle dungeon, you forcefully pressed a piece of cloth against his nose, putting
him into a deep sleep for hours.
You left the castle and decided to go to seek help from a nearby village. You
discussed your plan with some trusted villagers, informing them that you will leave
traces of your tracks so that they can still save the king if anything happens to you. You
then start leaving traces of your path leading to the dungeon after getting back to the
castle.
Instructions: Add your main sprite to the Stage and change its name to your nickname.
Select the Stage and change its backdrop to an image of a castle’s interior. Add
movements to the main sprite upon pressing the arrow keys. When the main sprite moves, it
should leave traces on the floor using the Pen blocks.
Steps:
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1. Open Scratch. Remove the orange cat and
insert the Main character you've chosen for
the story. Don't forget to change the sprite’s
name to your nickname (ex. John).
3. Select the main sprite and add movements that it will execute when you press the arrow
keys. Use the Up arrow key to move the sprite up by 10, and the down arrow key to
move the sprite down by -10. Hit the right arrow key to move the sprite to the right by 10,
and the left arrow key to move the sprite to the left by -10. You may go back a few
pages to review the lesson. The script for the main sprite should look like this:
and blocks.
The blocks for the main sprite should look
like the image on the right.
8. Add a block that will clear the main sprite’s traces on the Stage when it is already filled
up. To do this, use the Events block and place it on the main sprite’s
Scripts Area. Under this Events block, place the Pen block.
9. Try moving the main sprite around the Stage using the arrow keys. It should leave traces
on the floor. These traces should clear when you click the green flag.
10. When done, save the project by clicking File ► Save to your computer. Name your
project, and then click the Save button.
Read the questions carefully. Write your answers on the blanks provided, using no less than
three (3) sentences for each one. Each item is worth five points.
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
_________________________________________________________________
Provide an alternative situation that still requires the use of Pen blocks for Assignment 10
Explain how the Pen blocks will be used in this case.
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
_________________________________________________________________
Louis woke up to see King Philippe standing before him, along with a number of royal
officials. He pleaded for mercy, but heard no response. He thought that it was the
end, until his brother spoke up, telling him that he won’t be executed after all. King
Philippe reduced Louis’ punishment from execution to imprisonment. Louis was
speechless; he could not express how grateful he was to his brother, and how guilty
he felt for having done such a terrible thing to him. He wept out of relief and
sadness.
Now that King Philippe is back on his throne, peace and prosperity is restored to the
land. And it’s all thanks to you, the main character, who courageously overcame
every difficult situation you were faced with. Congratulations!
Column A Column B
a. Control Blocks
_______ 1.
b. Motion Blocks
_______ 2.
c. Looks Blocks
_______ 3.
d. Sensing Blocks
_______ 4.
e. Operators Blocks
_______ 5.
f. Pen Blocks
_______ 6.
g. Sound Blocks
_______ 7.
h. Variables Blocks
_______ 8.
i. Events Blocks
_______ 9.
j. More Blocks
_______ 10.
Story:
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
1. _________________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________.
2. _________________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________.
_________________________________________________________________________________
_________________________________________________________________________________.
4. _________________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________.
5. _________________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________
After creating Scratch projects, you have the option to share these online. For this final
assignment, you are going to upload your two best assignments from Session 2. Follow the
steps below:
1. Sign up for a Scratch account on the Scratch website by typing the URL
https://scratch.mit.edu/ into your browser. Click Join Scratch on the upper right corner.
Username – Your username will appear alongside your work when you upload it
on the website. You will also be using this along with your password to log in.
Note that you may be required to change your username if another user is
already using it. Avoid using your real name as your username for privacy
purposes.
Password and Confirm Password – The password must consist of at least six (6)
characters. Along with the username, you will need the password to log in to the
Scratch website.
4. Click Next.
Email address and Confirm email address – Enter a valid email address into this
field so you can recover your lost password. If you are 13 years of age or below,
provide your parent or guardian’s email address instead.
After signing up, the site will redirect you to your account’s homepage, as seen
below:
Click the My Stuff button next to your username on the upper rightmost part of the
website.
8. After clicking the My Stuff button, you will be redirect to a page where you can see
all the projects you’ve created on the website. From here, click the New Project
button.
9. After clicking the New Project button, you will be redirected to the Scratch
environment. Click the File ► Load from your computer button.
12. Click the Share button next to your project’s Title name on the Menu bar.
Sharing Online
Give three (3) advantages and disadvantages of sharing your Scratch projects online.
Advantages:
1. _________________________________________________________________________________
2. _________________________________________________________________________________
3. _________________________________________________________________________________
Disadvantages:
1. _________________________________________________________________________________
2. _________________________________________________________________________________
3. _________________________________________________________________________________
For numbers 1 to 7, cite the seven (7) required information fields when signing up for a
Scratch account.
1. _______________________________________
2. _______________________________________
3. _______________________________________
4. _______________________________________
5. _______________________________________
6. _______________________________________
7. _______________________________________
8. The web address where you can sign up for a Scratch account is:
_______________________________________
9. Which of these two Menu options should you click if you are going to upload your
Scratch project online? File or Edit?
_______________________________________
10. After clicking the option you chose in number 9, what final Menu option should you
click to upload your Scratch project?
_______________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
In this session, we will create the first scenes of our digital interactive story.
We’ll start building the story by introducing the hero, a boy, and a mysterious
figure. We will also learn how to add basic elements to our story, such as the
narrations and sounds, create simple animations, and set-up the mechanism
for proceeding to the next scenes.
Introduction
What is an Interactive Story?
In an Interactive Story, readers can decide what happens next. Here, readers are
always given choices or paths on how they want the story to proceed.
Interactive Stories are not entirely new. There are books that instruct its readers to
choose a particular page in the book for a particular option or outcome. These
pages provide different paths for both the character and the story.
In this project, we will be creating an interactive digital story. But why do this? Why
don’t we just make a typical narrative video?
In an interactive digital story, the readers can better engage with the story since
they have a say in how it goes. Creating one is fun but also requires a lot of work as it
will involve programming.
As its creators, we can design an entirely new world for our readers and come up
with scenarios and paths that they’ll find engaging.
Interactive digital stories have two main elements: a storyline and interactivities.
Let’s look at the story of The Hare and the Tortoise as an example. Here, the two
animals make a bet to see which of them can reach the finish line first. This story
ended with the tortoise being the winner because the hare got overconfident. But
what if the reader could interact with the characters? What if you could wake up
the Hare when he took a nap? Or tell him off for being complacent? Do you think
the story would end the same way?
“ZOMG”
“One night, a young boy wakes up alone in a classroom. Shocked, he wonders how
he ended up staying in school so late. He walks toward the window, continuing to
wonder where everybody else might be. As he glances through the window, he
notices a mysterious figure outside walking towards him. As he is about to exit the
room, he hears a strange growl similar to the ones he’s heard in horror movies.
Where could those sounds be coming from? The boy continues to wander around
the campus with the feeling that something is definitely not right.”
Now that you have a starting point for the story, let’s start creating the boy’s journey
through the school.
Let’s start a new project! Keep in mind that we will be using the output from this one in the
next sessions.
1. Open Scratch .
A Title Screen is like a book’s cover page. In this task, you get to design the title screen using
Scratch’s Paint tools. You can even add a title and include your name as the interactive
story’s creator.
Tip: Be creative! You can design your title screen in any way you want.
Scenes are where the events happen in a story. They also reveal the setting for the said
events. In this project, we’ll import images to establish the backdrops for the scenes in our
story.
THINK!
Click on the green flag. What happened afterwards? What scene appeared?
Which backdrop from your list should appear at the beginning of your story?
How do you make that the right backdrop appears in the first scene of your story?
For now, nothing eventful will happen to the project yet. We need to establish how the story
begins first. For this digital story, we want our story to start with the Title Screen, so, we need
to add codes to our backdrop.
b. Attach the
THINK!
Click on the green flag. What happened afterwards? Did the story begin at the Title Screen?
Switching Scenes
To get to the next scenes, we will need to add codes to the backdrop again. For this
project, we will use Space to jump to the next scenes.
It’s time to add our main character. We will add our story’s main character as various Sprites
in Scratch because we need to program him to do specific tasks later on.
THINK!
Try playing our story. What can you see in the Title Screen after you click the green flag? Are
there any objects on your Title Screen that shouldn’t be there?
What should you do to make the Title Screen look the same as before?
Hiding a Sprite
1. Select the Boy sprite.
a. Place a Events
block in the Scripts Area and choose Title
Screen from the drop-down list.
THINK!
Play the story again. Did the boy appear on the Title Screen?
What should you do to make the boy appear in the next scenes?
a. Place a
Events
block in the Scripts Area and select Scene
1 from the drop-down list.
codes.
THINK!
Play the story again and stop at Scene 1. What can you observe about the Boy Sprite?
Does he fit in the backdrop?
Resizing a Sprite
existing
codes.
Tip: Instead of playing the story again, double click on the block to test the code. This
works best on the [set size] and [go to] block.
Positioning a Sprite
codes.
x: -100
Y: -50
3. Attach a Sensing
block below the
Events
block and choose “not draggable” from the
drop-down list.
Moti
ons Block in the Scripts Area and choose
Scene 2 from the drop-down list.
the
Motions Block.
Make sure that the dark figure is properly positioned in the Scene as shown in the picture.
Refer to the checklist below:
Dark Figure:
Position: x: 60, y: -75
Size: 55%
Direction: -90
Draggable: Not Draggable
Now, it’s time to add narration to our story! Use the following texts as part of our narration.
Scene 2 Narration 1 I look out the window and see a thick, dark, and eerie fog.
You can either draw a narration box using other platforms and upload it to Scratch, or draw
it directly on the program. In this project, we’ll draw our narrations using Scratch’s Paint Tools.
Events
block to Scene 1.
A. Attach the
Looks block.
B. Choose ghost from the drop-down list and
set its value to 35.
Tip: Always check if you’ve renamed your Sprite on the Sprite Info Sheet. Remember, the
Sprite name and Costume name are different from each other.
Duplicating our initial narration box will help us save time! This way, we do not have to
repeat everything we’ve already done. It is also advisable to duplicate the narrations box
so that all of them would look the same throughout the story.
Tip: When you duplicate a sprite, all codes from the initial sprite are also copied onto the
second sprite.
Now that we’ve set up our narrations, how can we show each one in our story? One option
is by using delays.
Our goal is for the readers to read our narrations before they move to another scene. Since
we have two narrations per scene, we have to program our second narration box to wait
for the first narration box to disappear before it appears.
Events
block codes.
Control block to 5
seconds.
Events
block codes.
Why did we change the number of seconds to 7 for our second narration? Our first narration
has a total delay of 6 seconds. Thus, we need 6 + 1 seconds before our second narration
appears so they will not overlap with each other.
THINK!
What happens to our first set of Narration boxes in Scene 2? Can you still see Scene 1’s
narration boxes in Scene 2?
To solve our problem, we should add the following codes to the S1N2 sprite:
1. Hide the narration in the next scene.
a. Place a
Events
block in the Scripts Area and choose
Scene 2 from the drop-down list.
Events
block.
Scene 2 Narration 1 I look out the window and see a thick, dark, and eerie fog.
Events
block, change Scene 1 to Scene 2.
the Events
block and choose Scene 2 from the drop-
down menu.
We can also add delays to simple animation sequences. For example, we can use it for
animating the dark figure in Scene 2 by adding the following codes to the dark figure sprite.
Events
block codes. Change the Looks block’s value
to 5.
Make sure to hide the sprites that won’t be appearing in this scene.
Add the narrative text for Scene 11. Duplicate the narrative text sprite from the previous
scene and make it appear in Scene 3.
S3N1 I reach for the door at the end of the hallway when I hear a strange growl.
Make sure that the boy is properly positioned in the scene as shown in the picture. Refer to
the details below:
Boy:
Position: x: -35, y: 0
Size: 65
In this scene, the boy will hear a growl from outside the room. You can download and
upload a growl sound effect OR you can record a sound clip using your own voice!
For this project, though, let’s add a sound effect to the story by uploading a sound file.
Events
block in the Scripts Area and choose
Scene 3 from the drop-down list.
b. Attach a
Sounds Block and choose Growl from the
drop-down list.
Events block to
a Control block in
and the
Sounds Block.
In this session, we’ll explore more possibilities for making the story more
dynamic and realistic. In the next assignments, we will learn how to
implement interactivities such as changing the costume of our character,
making him/her move, and letting him/her talk.
Add the narrative text for Scene 4. Duplicate the narrative text sprite from the previous
scene and make it appear in Scene 4.
S4N1 I leave the room and look around for something to grab.
S4N2 Instructions: Choose the items you want to bring with you.
Make sure that the boy is properly positioned in the scene as shown in the picture. Refer to
the details below:
Boy:
Position: x: -35, y: 0
Size: 65%
Camo Bag:
Position: x: -90, y: -60
Size: 65
Draggable: Not Draggable
Let’s change the boy’s costume according to which bag the readers will choose.
Upload a costume
c. Attach a
Looks block below.
d. Choose Camo Standing from the drop-
down list.
c. Attach a
Looks block below.
d. Choose First Aid Standing from the drop-
down list.
THINK!
Try playing our story! What happened to the Boy sprite in Scene 1?
2. Attach a
Looks block
to the Scene 1 codes. Choose Boy from the
drop-down list.
Add the narrative text for Scene 5. Duplicate the narrative text sprite from the previous
scene and make it appear on Scene 5.
S5N2 I go inside the locker to hide. Thankfully, I’m small enough to fit.
I peer through the gaps of the locker door and see a creature..
Make sure that the boy is properly positioned in the scene as shown in the picture. Refer to
the details below:
Boy:
Position: x: -200, y: -60
Size: 60
In this scene, our character will walk along the hallway. When creating a walking animation,
you must prepare a sprite sheet for your character. A sprite sheet is a group of images that
demonstrates a cycle of movement similar to the set of images below.
Now, let’s add the animation sequence of the boy walking. We’ll use the camo walking
sprite sheet first.
1. Attach a
Looks block in the Boy’s code for Scene 5 and
choose Camo Walking 1 from the drop-down
list.
the Looks
block.
4. Right-click the
Looks block
and select Duplicate.
6. In the second
Looks block,
choose Camo Walk 2 from the drop-down list.
the Looks
block and change the Controls Block’s value
to 4.
9. Attach the
THINK!
What do you think should the boy look like in Scene 5 if the reader clicked on the first aid
bag in Scene 4?
a. Attach the
Variables block to the Scene 4 codes
a. Attach the
Variables block to the Scene 4 codes
Looks blocks
to First Aid.
Make sure that the zombie is properly positioned in the Scene as shown in the picture. We
want our zombie to emerge from the right side of the scene. Refer to the checklist below:
Zombie:
Position: x: -35, y: 0
Size: 65
Draggable: Not Draggable
Add the new backdrop for Scene 7. In this scene, the setting will be in the school’s locker
area with a staircase at the end of the hallway.
Add the narrative text for Scene 7. Duplicate the narrative text from the previous scene.
Make sure to revise the code and set the narrative texts to appear in Scene 7.
Let’s make the boy walk every time we press the arrow keys. We will assign these keys for his
movement:
a. Place a
b. Attach a Motion
block, and then change the x and y
values to -210, -70, respectively.
c. Attach a Looks
block and set it to 50. This will reduce
d. Attach a Motion
block and set its value to 90. This will
make the boy face right.
a. Attach a Control
block below
the Motion
block.
b. Attach a Control
block inside
Sensing
block and choose left arrow from
the drop-down list.
d. Attach a Motion
block, attach a
Motion block and set its value to -90
Sensing
block.
d. Change -3 to 3 in the
Motion block.
e. Change -90 to 90 in
the Motion
block.
a. Attach a new
Control block below the second
Control block.
b. Inside this new
a Sensing
block for the condition. Choose
down arrow from the drop-down list.
c. Attach a Motion
THINK!
Are you able to spot any problems with the current movement?
How can we improve the boy’s movements to make it look more realistic?
Let’s make the boy look like he is really walking by adding a walking animation. We can do
this by changing his costumes whenever the arrow keys are pressed.
a Control block.
c. Inside the forever block, attach
a Control block.
Attach an
Operators block inside the condition
e. Attach a Control
block inside the if section.
Operators blocks
by attaching three
Operators blocks together.
Sensing block. Set it to the four arrow keys (left arrow, right
arrow, up arrow, and down arrow).
of Operators
blocks inside the condition of
block, attach a
Control block and set it to 0.1. Below
it, place
a
Looks block and select the first
costume for the first aid walking
animation (First Aid Walk 1) from the
drop-down list.
duplicate the
Motion block three more
times. Attach the duplicates below
the original.
Loo
ks block until you have one for First
Aid Walk 1 to 4.
k. Attach a
a. Attach an Control
block inside the else section of the
Control block.
Lo
oks blocks from First Aid to Camo.
Make sure you changed all five
Looks blocks.
THINK!
What happens when you try to move in all four directions? Are you able to spot any
problems?
Seeing the boy walk on the lockers or leftwards/rightwards without stopping would look
strange, wouldn’t it? Let’s set a boundary within which the boy can actually walk to make it
more realistic.
a. Get a Operators
block and place it on the Scripts
Area.
b. Get a
Se
nsing block.
c. Get an
Operators block, and then
attach the
Operators block on
the right side of
the Operators
block.
d. Duplicate the
Operators block
three (3) times.
e. Remove the
Control blocks by
setting them aside on the scripts
area. Attach each one on the left
of the
Operators blocks that you just
duplicated.
f. Attach each
Operators block
back to their
corresponding
Control blocks.
g. Attach an
Motion block below the
fourth Control
block
Sensin
g block to set a boundary when the
boy moves upward since the top
edge is our backdrop’s ceiling. We
need to base our limit on our
backdrop’s floor area.
a. Get an
Operators block and place it on
the Scripts Area.
Operators block.
c. Set its value to -50.
d. Get an
Operators
block.
e. Attach the
Operators block
on the right side of the
Operators
block.
f. Remove the
Sensin
g block from the fourth
Control block
and attach it on the left of
the Operators
block.
g. Attach the
Operators block
back inside the fourth
Control block.
Let’s make this scene different. Instead of pressing space to move to the next part of the
story, let’s move to the next scene when the boy reaches the staircase.
a. Place an Control
block on the Scripts Area.
Attach a
Sensing block inside the block.
Sensing
block to open the color palette.
Click on the color picker icon
located at the bottom.
the Sensin
g block should match the color
that you clicked. In this case, the
color inside the
should be
vermillion after clicking the fire
alarm.
d. Attach a
Looks block inside
e. Attach the
Control block below the
Sensing block.
THINK!
Are you able to spot any problems after moving to the next scene?
What do you notice when you press the arrow keys after moving to Scene 9? The boy
should not be walking onto the next scene, right? To stop the walking animation, add a
code that stops the script when the backdrop changes to Scene 9’s.
Sensing block.
Control block.
block, attach a
Operators block.
c. Attach an Operators
block inside the
Operators block.
d. Attach a Looks
block on the left side of
For this scene, the boy must reach the staircase before proceeding to the next scene. We
need to disable the space bar function for jumping to the next scene.
2. Detach the
Looks block
Control block.
Looks block on
the left and select name from the drop-
down list. Type Scene 7 on the right.
5. Attach the
Looks block inside the else section.
Make sure that this block is set to next
backdrop.
Add the new backdrop for Scene 8. In this scene, the setting will be outside the school,
where the boy reunites with his friends, Luis and Lorie.
Add the narrative text for Scene 8. Duplicate the narrative text from the previous scene and
make sure to revise the code and set the texts to appear in Scene 8.
What’s a conversation without companions? In this scene, the boy reunites with two of his
friends, Luis and Lorie. Add the boy’s two friends as sprites and make sure that the three are
properly positioned in the Scene as shown in the picture.
Luis:
Position: x: -125, y: -80
Size: 60%
Lorrie:
Position: x: -20, y: -90
Size: 60%
Boy:
Position: x: 90, y: -90
Size: 60%
Direction: -90
You might notice that the boy’s costume is in his walking costume when he enters this scene.
c. Place a
Looks
Looks
block and choose Camo Standing from
the drop-down list.
The boy feels relieved that he is no longer alone. Let’s create a short dialogue between the
boy and his friends. We will also set enough time for each participant to finish before the
next character begins talking.
Lorrie: “We don’t really know. But these zombies came out of nowhere and found ourselves
trapped in here.”
Lorrie: “We are trying to meet up with my sister at the research lab. It is just right behind the
school.”
Lorrie: “Others ran for the shopping mall. The police are there.”
Place a
Events block on the Scripts Area.
Attach an
Control block below. For the
condition, place an
Operators block
inside and attach
a Looks
block on the left. Select name
from the drop-down list. Type
Scene 8 on the right.
Attach
a Loo
ks block inside
d. Add a go signal.
a Events
block. Click the drop-down list on
this block and create a new
message. Name this message
“startLorrie”.
attach a
Control block below the
Events block
and set it to 3 seconds. Attach the
second
Looks
block below this and change the
text to: “What should we do? They
are also here in school!” Set the
number of seconds to 2.
Events block
on the Scripts Area and choose
“startLorrie” from the drop-down
list.
a Looks block and change the dialogue to: “We are trying to
meet up with my sister at the research lab. It is just right behind the school.” Change
the number of seconds to 2.
Attach a
Events block below Lorrie’s
second dialogue. Create a new
message and name it “startLuis.”
This will tell Luis to start his
dialogue.
Attach a
Control block below
the Events
block and change the number of
seconds to 3. Below this block,
attach
a
Looks block and change the
dialogue to: “Others ran for the
shopping mall. The police are
there.” Change the number of
seconds to 2.
a Events
block on the Scripts Area and
choose “startLuis” from the drop-
down list.
Attach a
Looks
block after the
Events block.
Change the text to: “The military
has been guarding it.” Change
the number of seconds to 2.
Control block.
For this session, we will be creating a scene that requires readers to choose a
destination: a research lab or a shopping mall. We will also make them
attempt to solve a short puzzle.
Locate and upload the research lab and the shopping mall image files (Scene 9 and
Scene 10) from inside your TechnoStory Resource File ► ZOMG folder.
Before the boy and his friends head to either the research lab or the shopping mall, he
needs to decide where to go. Let’s get Lorrie ask him.
Looks
block, attach a
Control block, and set it to 3
seconds. Attach an
Se
nsing block below this and
change the text to “Choose
where you want to go: Type A for
Research Lab or B for shopping
mall.”
Sensin
g block on the Blocks Palette.
Depending on the letter that you chose to answer the previous question with, you should
proceed to either the Research Lab or the Shopping Mall Scene. First, we need to know
Sensing
Block, place an
Control block.
Operators block
and place it on the Scripts Area.
d. Place an Sensing
block on the left side of the
Operators block
and type “a” on the right.
Operators block
Operators block
and place the two
Operators blocks
on each side.
g. Place the
Operators block inside the
Control block.
Place a
Looks block inside the
Control block
inside the else section of the
Control block.
Operators block
and selecting duplicate. Place
the duplicate inside the second
Operators
block. Change the “a” and “A”
to “b” and “B,” respectively, in
the second condition.
place a
Looks block and select Scene 10
from the drop-down list.
THINK!
Are you able to spot any problems when you play your story?
Add the narrative text for scenes 9 and 10. Duplicate the narrative text sprite from the
previous scene. The narrative text for scenes 9 and 10 are the same, so we will be naming
them S910N1 and S910N2. Regardless of which scene comes next, the narrative text will be
S910N2 I look for the entrance and find a small gate with an old knob.
Make sure that Luis, Lorrie, and the Boy are properly positioned in the Scene as shown in the
pictures. Refer to the following checklist and make sure to create 2 sets of the same code
Luis: Scene 9:
Position: x: -200, y: -100
Size: 15 %
Lorrie:
Position: x: -170, y: -100
Size: 15%
Boy:
Position: x: -140, y: -100
Size: 15 %
Direction: 90
Scene 10:
Add the new backdrop for Scene 11. In this scene, the setting of our story is in front of a
locked door.
When we press the space in Scene 9, we should skip Scene 10 and go directly to Scene 11.
In order to do this, we need to revise our code.
4. Place a Looks
block on the then section and choose
Scene 11 from the drop-down list.
5. Place a Looks
block back on the else section and make
sure that next backdrop is set on the drop-
down list.
Add the narrative text for Scene 11. Duplicate the narrative text sprite from the previous
scene. Make sure to revise the code and set the narrative texts to appear in Scene 11.
S11N1 “Does anyone have a clue as to what the password might be?”
Make sure the Boy and his friends are properly positioned in the Scene as shown in the
picture. Refer to the checklist below:
Luis:
Position: x: -200, y: -75
Size: 55%
Lorrie:
Position: x: -120, y: -75
Size: 55%
Boy:
Position: x: 60, y: -75
Size: 55%
Direction: -90
Let us create the puzzle for this scene. For the Boy and his friends to open the lock, they
need to figure out a set of numbers to set on the variable boxes. The scene’s backdrop will
contain clues that will enable the readers to derive the code for the lock.
One hint is the phrase “I love you is 143,” which means that each word of the phrase “I love
you,” corresponds to 1,4, and 3 letters in that order.
The answer to the puzzle can be derived from the phrase “I am the code,” which can be
found on top of the door: 1, 2, 3, 4.
b. Attach four
Variables block below the
Variables
Place
a
Events block on the Scripts Area and
select Scene 11 from the drop-down
list.
c. Attach a Control
block below and set it to 12 seconds.
a. Place a
Events block on the Scripts Area and
choose 1 from the drop-down list.
b. Attach a
c. Duplicate the
Events
block. This time, choose 2 from the
drop-down list and change the
number to -1.
Place
a
Events block on the Scripts Area and
select Scene 11 from the drop-down
list.
e. Attach a Control
block and set it to 12 seconds.
g. Attach a Motion
block and set the x and y values to
165, -20, respectively.
b. Get a Events
block and attach and
a chain of 3
Operators blocks.
Operators block.
Operators blocks,
type 1, 2, 3, and 4, respectively.
Control block,
i. Attach a Looks
2. Remove the
Operators block on the right side of
Operators block
chain.
Operators block
and place it on the rightmost of the
Operators block
chain. Change Scene 8 to Scene 11.
Add the new backdrop for Scene 12. In this scene, the locked door opens with a flash of
blinding light. The three friends hope to see their families and friends waiting inside the
building.
Add the narrative text for Scene 11. Duplicate the narrative text sprite from the previous
scene. Make sure to revise the code and set the narrative texts to appear in Scene 12.
The characters enter the door after it opens. Hide the characters from the stage.
a Events
block on the Scripts Area. Attach a
The boy suddenly heard a loud noise upon entering. He didn’t realize that it was the sound
of the school bell.
a. Place a
b. Attach a
Control block and set it to 10
seconds.
c. Attach a
Add the new backdrop for Scene 13. In this scene, the boy finds himself back in the
classroom but in broad daylight.
Add the narrative text for Scene 13. Duplicate the narrative text sprite of the previous scene.
Make sure to revise the code and set the narrative texts to appear in Scene 13.
Make sure that the Boy is properly positioned in the Scene as shown in the picture. Refer to
the checklist below:
Boy:
Position: x: -100, y: -50
Size: 70%
Direction: -90
Costume: Boy
Summary of Skills
TECHNOSTORY REVIEW SESSION 7
Summary of Skills
Examine the completed projects. Indicate which skills the students have mastered by
placing a check mark beside the learning objective.
Scratch
Content Knowledge ●
Understands Scratch’s history and background.
Understands each activity’s corresponding story.
Bases the activity output on the stories at the beginning of each assignment.
Understands the functionalities of the Scratch environment’s different parts.
Knows how to switch to presentation mode.
Understands the functions of the different Scratch blocks.
Understands Scratch’s three primary components (Scripts, Costumes, and
Sounds).
Operating Environment ●
Opens and closes an application.
Opens and closes a project.
Creates a new Scratch project.
Saves a Scratch project.
Switches to presentation mode.
Views a sprite’s Scripts, Costumes, and Sounds.
Views blocks in the Blocks Palette.
Views the Paint Editor.
Programming Skills ●
Uses Events and Motion blocks to control the sprite’s movement.
Uses Sensing blocks to detect collisions between sprites.
Uses Sound blocks to make a sprite produce sounds.
Uses Looks blocks to change a sprite’s appearance.
Uses Operators blocks to compare values.
Uses Variables blocks to store and increment values.
S
C
Scratch 4
Choose a Sprite 14
Scripts Area 9
Costume 13
Sensing blocks 62
Sound blocks 68
sprite 4
E
Sprites Pane 9
Stage 9
Events blocks 58
U
G
user interface 4
games 4
green flag 26
V
I
Variables blocks 92
Importing 27
interactive stories 4 W
web browser 6
L
Looks blocks 76 X
x coordinate 11
M
Menu 9 Y
y coordinate 11
Appendix B: Glossary
TERM DEFINITION
Blocks Palette The area on the left side of the Scratch program where blocks
can be dragged from.
Control blocks Gold blocks used to control scripts. Without Control blocks, a
project will not be able to start or continue.
Events blocks Burnt orange blocks that detect events, which then trigger the
script to run.
Green flag Acts as a play button, which starts the Scratch project. Clicking
the green flag updates and refreshes any script changes within
the Scripts Area.
Interactive stories Mediums where a reader or user has real-time influence over a
narrative’s evolution.
Menu Contains the important functions, such as the File, Edit, Tutorial,
and Language menus.
Choose a Sprite buttons A set of buttons that enable the user to add sprites to a project.
These enable options such as uploading a sprite, painting a
sprite, and even using a ready-made sprite from the Scratch
Library.
Operators blocks Light-green blocks used to compose math equations and string
handling.
Small Stage About half of the size of normal mode; ideal for small screens, as
it enlarges the scripting area.
Stage Where all sprites are placed and all scripts are executed. This is
the background of a project that performs functions through
scripting.
User interface The space where interaction between humans and machines
occurs.
B. Menu Bar
File Menu
Sprite Tabs:
Backdrop Tabs
D. Presentation Mode - lets the user see how the program would look like in motion.
E. Blocks Palette
G. Sprite Pane
J. Backdrops Pane
Control Blocks
Motion Blocks
Sensing Blocks
Sound Blocks
Looks Blocks
Operators Blocks
Variables Blocks
A. Image Converter
B. Common Tools
C. Common Options
Color Palette for This palette is the same as the one above but has
Tool additional fill options.
Flip Horizontal This tool flips areas that were selected horizontally.
Flip Vertical This tool flips areas that were selected vertically.
E. Vector Options