“If I have seen further it is by standing on the shoulders of giants.” – Isaac Newton, 1676
Building on other people’s work has been a long-standing practice in programming and has only been amplified by network technologies that provide access to a wide range of other people’s work. An
essential goal of creative computing is to support connections between learners through reusing and
remixing. The Scratch authoring environment and online community support young designers in this key computational practice by helping them find ideas and code to build upon, enabling them to create more complex projects than they could have created on their own.
This unit focuses on helping you develop your storytelling and remixing abilities through a variety of hands-on and off computer design activities, providing opportunities for you to work collaboratively and build on the creative work of others. You will discover new blocks and methods for programming
interactions between sprites and backdrops, culminating in a Pass It On project.
A computer programming paradigm, where the control flow of the computer program driven by a clock and often used in Real-time computing. There are many challenges due to what processes are happening on the computer. As you will see in the next activity, many learners struggled to get the timing right.
An event-driven type of programming where the control flow of the computer program driven by events is often much easier to code.
By completing this activity, you will:
Link to Clean Jokes For Kids
Link to Scenes Studio 475550: A good example is “Ur-2.”
Link to Scenes Activity 3
You have used many blocks of code at this point so it is time to to create a major project. It is story time.
In this activity you will:
You may work with a teammate or on your own.
Link to Story Time Activity 4
Design Journal