
Scratch Programming Course
Learn Scratch programming from the ground up and start building real interactive games, animations, and stories. This course takes you from navigating the interface to publishing polished projects with sound, data, and custom logic. No prior coding experience needed — just bring your ideas.
What you will learn:
You will learn how to use Scratch's block-based editor to control sprites, animate characters, and build fully functional games. The course covers variables, lists, operators, and conditional logic so your projects can store and respond to data. You will add sound effects, background music, and user input to make your projects feel complete. By the end, you will apply systematic debugging techniques and game design principles to deliver a polished, publishable project. You will also get a clear path for moving into Python or JavaScript when you are ready to go further.
How you study in a practical way Scratch Programming Course
How you practice Scratch Programming Course
For companies who want to train their team
With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.
Course content
8 Chapters • 34 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsIntroduction to Scratch and Its Interface
Introduction to Scratch and Its Interface
Lesson 1 • What Is Scratch and Why Use It
Scratch is a visual block-based programming language designed for beginners. This section establishes context for why Scratch is a powerful entry point into coding.
Lesson 2 • Creating and Saving Projects
Teaches account setup, project creation, and saving workflows. Students leave with a saved starter project and understand cloud vs. local storage.
Lesson 3 • Understanding Sprites and Backdrops
Introduces sprites as programmable objects and backdrops as scene settings. Students add, rename, and delete sprites to build project-management habits.
Lesson 4 • Navigating the Scratch Interface
Covers every panel in the Scratch editor, including the stage, sprite list, and block palette. Students gain spatial familiarity before writing any code.
Chapter 2HideHide detailsSee detailsCore Motion and Looks Blocks
Core Motion and Looks Blocks
Lesson 1 • Changing Sprite Appearance with Looks Blocks
Covers costume switching, size changes, and visibility toggles. Students animate characters by cycling costumes and layering visual effects.
Lesson 2 • Combining Motion and Looks for Animation
Integrates motion and looks blocks to create fluid character animation. Students build a walking sprite that moves across the stage with costume cycling.
Lesson 3 • Understanding the Stage Coordinate System
Explains the x/y grid underlying the Scratch stage. Students place sprites precisely and predict movement outcomes using coordinate reasoning.
Lesson 4 • Moving Sprites with Motion Blocks
Explores move, turn, and go-to blocks that control sprite position and direction. Students connect motion concepts to coordinate geometry on the stage.
Chapter 3HideHide detailsSee detailsEvents, Sequences, and Control Flow
Events, Sequences, and Control Flow
Lesson 1 • Building Sequential Scripts
Sequences are the foundation of all programs; blocks execute top to bottom. Students arrange blocks deliberately and predict execution order.
Lesson 2 • Broadcasting Messages Between Sprites
Broadcasts coordinate actions across multiple sprites without direct coupling. Students design multi-sprite interactions using send and receive patterns.
Lesson 3 • Conditional Logic with If Blocks
If and if-else blocks let scripts make decisions based on conditions. Students write branching logic that changes sprite behavior dynamically.
Lesson 4 • Loops: Repeat and Forever Blocks
Loops eliminate redundant code by repeating a set of blocks automatically. Students replace duplicated sequences with repeat and forever loops.
Lesson 5 • Triggering Scripts with Event Blocks
Event blocks define when a script runs, such as on green flag click or key press. Students connect events to scripts to make projects interactive.
Chapter 4HideHide detailsSee detailsVariables, Data, and Operators
Variables, Data, and Operators
Lesson 1 • Comparison and Boolean Operators
Comparison operators produce true/false values used inside conditionals and loops. Students write precise conditions that control program flow.
Lesson 2 • Building a Score and Timer System
Applies variables and operators to create a functional game score and countdown timer. Students integrate data blocks into a complete interactive project.
Lesson 3 • Creating and Using Variables
Variables store changing values such as scores, lives, or player names. Students create, set, change, and display variables on the stage.
Lesson 4 • Math and String Operators
Operator blocks perform arithmetic and text manipulation inside scripts. Students combine operators to calculate scores and build dynamic messages.
Chapter 5HideHide detailsSee detailsSound, Music, and Multimedia Integration
Sound, Music, and Multimedia Integration
Lesson 1 • Synchronizing Sound with Animation
Timing sound playback with visual events creates cohesive multimedia experiences. Students align footstep sounds, music loops, and effect cues with sprite actions.
Lesson 2 • Editing Sounds in the Sound Editor
The built-in sound editor trims, reverses, and applies effects to audio clips. Students refine imported sounds to fit project timing and mood.
Lesson 3 • Playing Sounds with Sound Blocks
Sound blocks control playback timing, volume, and pitch within scripts. Students distinguish between play-until-done and start-sound behaviors.
Lesson 4 • Adding and Managing Sounds
Sounds are assets attached to sprites or the stage and triggered by blocks. Students import, record, and organize sounds within the Sounds tab.
Chapter 6HideHide detailsSee detailsSensing, Interaction, and User Input
Sensing, Interaction, and User Input
Lesson 1 • Using the Ask and Answer Blocks
Ask blocks prompt users for text input stored in the Answer variable. Students create interactive quizzes and personalized greetings using this mechanism.
Lesson 2 • Reading Mouse and Keyboard Input
Sensing blocks expose mouse coordinates and key-press states in real time. Students build keyboard-controlled sprites and mouse-following behaviors.
Lesson 3 • Timer and Loudness Sensing
The built-in timer and microphone loudness sensor add time-based and audio-reactive features. Students reset the timer and use loudness to trigger sprite reactions.
Lesson 4 • Detecting Collisions and Touching
Touching blocks detect contact between sprites or with colors on the stage. Students use collision detection to trigger game events like scoring or losing a life.
Chapter 7HideHide detailsSee detailsLists, Custom Blocks, and Code Organization
Lists, Custom Blocks, and Code Organization
Lesson 1 • Creating and Manipulating Lists
Lists store ordered collections of values, enabling dynamic data management. Students add, delete, and retrieve list items to build inventories and question banks.
Lesson 2 • Defining Custom Blocks
Custom blocks encapsulate reusable logic under a named block, reducing duplication. Students define blocks with parameters to generalize repeated script patterns.
Lesson 3 • Iterating Through Lists
Loops combined with list index variables process every item in a list. Students build a quiz that cycles through a stored question bank automatically.
Lesson 4 • Organizing Scripts for Readability
Well-organized scripts use comments, logical grouping, and naming conventions. Students refactor a messy project into clean, maintainable code.
Chapter 8HideHide detailsSee detailsBuilding Complete Projects and Debugging
Building Complete Projects and Debugging
Lesson 1 • Systematic Debugging Techniques
Debugging identifies and fixes logic, timing, and data errors in scripts. Students apply step-by-step isolation strategies to locate bugs efficiently.
Lesson 2 • Polishing and Publishing Projects
Polishing improves user experience through visual consistency, sound balance, and instructions. Students publish a project to the Scratch community with proper metadata.
Lesson 3 • Planning a Project with Design Documents
Design documents outline sprites, scenes, variables, and logic before coding begins. Students create a project plan that guides development and reduces rework.
Lesson 4 • Peer Review and Iterative Improvement
Peer feedback reveals usability issues invisible to the original developer. Students give structured feedback and revise their projects based on received critiques.
Lesson 5 • Building a Complete Game Project
Students assemble a multi-scene game using motion, sensing, variables, and sound. Each feature is added incrementally following the design document.
Your valid completion certificate
This course is for you:
Absolute beginners: eager to create games or animations with zero coding background.
Elementary and middle school teachers: looking to bring coding confidently into their classrooms.
Parents: wanting to learn alongside their children during shared creative projects.
Hobbyists: ready to turn imaginative ideas into interactive digital experiences.
Career changers: exploring whether software development is the right next professional step.
Youth program instructors: needing a structured curriculum foundation for coding clubs.
What our students say
Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of my interest without needing to change platforms... I thank you for everything you do, I've already recommended you to other people...

I like how the lessons are straight to the point and how I can switch chapters and skip content I don't need.

I like the content and the way videos are presented and transcribed, which speeds up the process!

The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.

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