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Scratch Programming Course
More than 2 million learners worldwide

Scratch Programming Course

5

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 is needed — just bring your ideas.

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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 practice Scratch Programming Course

How you practise Scratch Programming Course

For companies looking to train their teams

With Dedika for Businesses, the course includes exercises and examples tailored to your own business and the specific needs of your company.

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Course content

8 Chapters • 34 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

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 2See details

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 3See details

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 behaviour 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 4See details

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 5See details

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 behaviours.

  • Lesson 4 • Adding and Managing Sounds

    Sounds are assets attached to sprites or the stage and triggered by blocks. Students import, record, and organise sounds within the Sounds tab.

Chapter 6See details

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 personalised 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 behaviours.

  • 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 colours on the stage. Students use collision detection to trigger game events like scoring or losing a life.

Chapter 7See details

Lists, Custom Blocks, and Code Organisation

  • 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 generalise 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 • Organising Scripts for Readability

    Well-organised scripts use comments, logical grouping, and naming conventions. Students refactor a messy project into clean, maintainable code.

Chapter 8See details

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.

Certification

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 programme instructors: needing a structured curriculum foundation for coding clubs.

What our students say

Your lessons 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'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos help a lot with learning.
André Felipe
André FelipePrompt Engineering Student

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