← Scratch — Getting Started Guide
Sub plan
Scratch — Getting Started Guide
Generated from the original open resource by Scratch Foundation. Built only from the resource — nothing invented. Free, no login.
Substitute Lesson Plan: Getting Started with Scratch
Objective
Students will learn how to access the Scratch Editor, identify what a sprite is, snap together simple blocks (move and say), test their code by clicking it, and use the green flag event block to start their program.
Materials
- "Scratch — Getting Started Guide" (printed or displayed for reference)
- Computers/devices with internet access (or Scratch app downloaded, for older systems/unreliable internet)
- Optional: projector or screen to display the guide's images for the whole class
Warm-up (~5 min)
- Have students sit at their computers without logging in yet.
- Ask: "Has anyone heard of Scratch or made a game/animation before?" Take a few quick hands-up answers (no discussion needed).
- Explain: "Today we are going to open a program called Scratch and make our very first sprite move and talk."
- Tell students they will follow along step-by-step using the guide.
Main Activity (~25 min)
Walk students through these steps directly from the guide. Read each instruction aloud and give students time to complete it before moving on.
- Access Scratch (3 min): Have students go to scratch.mit.edu and click Create. This opens the Scratch Editor. (If internet is unreliable, use the downloaded Scratch app instead.)
- Look at the Editor (2 min): Point out that the Scratch Editor has different parts (blocks palette, stage, sprite list) as shown in the guide.
- Move the Cat (5 min):
- Have students drag out a "move" block (found under the Motion category).
- Click the block to test it. Ask: "Did your cat move?"
- Make the Cat Talk (5 min):
- Click the Looks category.
- Drag out a "say" block and snap it onto the bottom of the "move" block.
- Click the blocks to try them out.
- Explore Sprites (5 min):
- Explain that any character or object in Scratch is called a sprite, and every new project starts with the Cat sprite.
- Show students the New Sprite icon — they can click it to choose a different sprite from the library, or hover to see options to draw their own, get a surprise sprite, or upload an image.
- (Optional) Show how to delete a sprite: select its thumbnail in the Sprite List, then click the trash can.
- Add a Green Flag Start (5 min):
- Click the Events category and drag out the green flag block.
- Attach it above the move/say block sequence.
- Click the green flag above the stage to test the whole program.
Wrap-up / Exit Ticket (~10 min)
Have students answer the following on paper or verbally, based only on what they did today:
- What is a sprite in Scratch?
- Which category did you click to find the "say" block?
- What did clicking the green flag do to your project?
- On a scale of 1–3, how did your sprite behave when you clicked your blocks (moved and talked, moved only, or neither)?
Collect answers or have students share with a partner.
If Time Remains
Have students try changing the words in their "say" block or adjusting the numbers in their "move" block to see what happens. Remind them: "Experimenting and changing numbers is a great way to learn — nothing will break!"
Original licensed under CC BY-SA 4.0. This teaching material is provided free by OER.ai.