Scratch Begineer to Master Level

Learn Scratch 3.0 Class

Code Genius Penang is proud to support students learning Scratch 3.0. Our lessons develop logical thinking, creativity, problem-solving and coding confidence through engaging projects. We also assist students with school assignments, explain programming concepts clearly, and provide step-by-step guidance to help every learner understand coding and achieve better results. The course provided below is meant for Begineer Level Up to Intermediate. Each example are specially curated and broken down to pieces to help students to code the entire project. Lets get started with “How create a simple Football Game”

Curriculum overview

Learning Domains

The project integrates computational thinking with mathematics, game design and purposeful debugging. Each domain is revisited at increasing depth.

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Algorithms & Sequencing

Arrange event, motion, sensing and control blocks in a logical execution order.

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Events & Interaction

Respond to the green flag, keyboard arrows, mouse position and sprite contact.

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Control & Decisions

Use forever, repeat until, if, ifโ€“else, wait and stop blocks to control game flow.

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Coordinates & Angles

Connect x/y position, direction and angle input to a ballโ€™s movement and trajectory.

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Data & Operators

Store player input in variables and apply comparisons, arithmetic and random values.

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Testing & Debugging

Predict, test, identify faults and refine scripts across successive project versions.

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Game Design

Combine sprites, goals, feedback, challenge and reset behaviour into a playable loop.

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Communication

Explain code choices, demonstrate the game and evaluate whether outcomes are fair.

Exercise by exercise

13 Lesson Cards

Each card states the specific development made in that exercise and the concept students should learn from it.

Exercise-by-Exercise Learning Journey

Each card summarises what students build and the main programming concept introduced in that exercise.

01Foundation

Build the Core Interaction

Create the Cat and Ball, control the Cat with four arrow keys, and make the Ball respond when the two sprites touch.

Learning focus

Events, forever loops, conditions, keyboard input and collision sensing.

EventsKeyboardSensing
02Foundation

Test and Refine Interaction

Rebuild and test the initial sprite interaction while checking movement values, placement and reliable collision behaviour.

Learning focus

Testing, debugging and understanding simultaneous sprite scripts.

DebuggingParallel scripts
03Interaction

Make the Ball Follow the Mouse

Change the Ball's response so that it moves to the mouse pointer whenever it touches the Cat.

Learning focus

Mouse input, dynamic positioning and condition-driven movement.

MousePosition
04Data

Collect and Store an Angle

Ask the player to enter an angle, store the answer in ballAngle, display it and reset the value.

Learning focus

User input, the answer reporter and variables as temporary storage.

VariablesAsk & answer
05Sequence

Turn Input into Motion

Extend the angle-input interaction by making the Ball move 100 steps after receiving the player's answer.

Learning focus

Sequencing instructions and connecting input with a visible action.

MotionSequence
06Mathematics

Map Angle to Coordinates

Use an input from -100 to 100 as the Ball's y-coordinate while sending it towards a fixed x-coordinate.

Learning focus

Cartesian coordinates, signed numbers and input-controlled trajectory.

CoordinatesMaths
07Game Rules

Add a Goal and Score Detection

Add a goal-post sprite and make the Ball announce a goal whenever it touches the target area.

Learning focus

Success conditions, sprite layering, target sensing and feedback.

Goal conditionLayers
08Challenge

Introduce a Moving Goalkeeper

Add Avery as a goalkeeper and make the sprite glide continuously between random vertical positions.

Learning focus

Random values, continuous movement and creating game difficulty.

RandomGlide
09Outcomes

Decide Goal or Miss

Move the Ball towards the target and announce either a goal or a missed shot based on sprite contact.

Learning focus

Repeat-until loops, comparisons, collision tests and game outcomes.

Repeat untilDecisions
10Refinement

Polish Goalkeeper Movement

Improve the goalkeeper's random vertical glide while maintaining the complete goal and miss rules.

Learning focus

Concurrent processes, timing, play-testing and game balance.

Game balanceTiming
11Defence Logic

Add Defensive Collision Logic

Give the goalkeeper specific Ball-contact behaviour and controlled vertical movement towards a target position.

Learning focus

Nested controls, defensive collision and coordinate-based movement.

Nested logicCollision
12Autonomy

Create Directional Goalkeeping AI

Generate a random direction and use if-else logic to make the goalkeeper move above or below its current position.

Learning focus

Random variables, branching, comparisons and arithmetic operators.

If-elseOperatorsAI
13Integration

Complete the Playable Game Loop

Add a kick animation, timing delays and position resets so that the penalty game can be played repeatedly.

Learning focus

Animation, state reset, integration, final testing and replayability.

ResetAnimationGame loop
Teacher delivery guide

Teaching Sequence, Main Focus and Expected Outcome

The table is horizontally scrollable on tablets and converts into labelled stacked rows on small phones.

ExerciseTeaching sequenceMain focusSuggested teacher activityExpected student outcome
1Foundation
Set up sprites โ†’ code arrow movement โ†’ sense contact โ†’ give feedback.
Events, loops, conditions and keyboard control.Model one arrow-key condition, then ask learners to construct the other three.Cat moves in four directions and Ball responds when touched.
2Foundation
Predict โ†’ run โ†’ observe โ†’ locate a fault โ†’ adjust โ†’ retest.
Testing, debugging and scripts running in parallel.Introduce a deliberate wrong movement value and let students diagnose it.Student can explain and verify the interaction independently.
3Interaction
Detect Cat contact โ†’ target mouse pointer โ†’ compare with spoken feedback.
Mouse input and dynamic positioning.Ask students to predict where the Ball goes before running the script.Ball relocates to the live mouse position when triggered.
4Data
Ask question โ†’ read answer โ†’ store variable โ†’ show value โ†’ reset.
Input and variable lifecycle.Use a trace table for the value of ballAngle at each block.Student stores, displays and resets a user-entered angle.
5Data to action
Trigger interaction โ†’ obtain input โ†’ perform 100-step movement.
Sequence and causeโ€“effect.Let students reorder two blocks and explain the behavioural change.A successful interaction produces a controlled Ball movement.
6Mathematics
Define input range โ†’ set target x โ†’ map answer to y โ†’ test values.
Coordinates, signed numbers and trajectory.Test โˆ’100, 0 and 100; sketch the three expected paths first.Student predicts and controls the Ballโ€™s finishing position.
7Game rules
Add goal โ†’ set sprite layer โ†’ sense goal contact โ†’ report success.
Success conditions and visual hierarchy.Discuss why touching a target is a useful Boolean game condition.The game reliably recognises and announces a goal.
8Challenge
Add goalkeeper โ†’ choose random y โ†’ glide โ†’ repeat continuously.
Randomness, loops and moving obstacles.Compare narrow and wide random ranges and evaluate difficulty.Goalkeeper moves unpredictably and increases challenge.
9Outcomes
Move to target โ†’ test goalkeeper contact โ†’ test goal contact โ†’ stop.
Repeat-until, comparison and competing results.Draw the decision flow and test one goal and one save.Each shot ends with a clear goal or missed outcome.
10Refinement
Run full game โ†’ adjust glide timing/range โ†’ replay โ†’ evaluate fairness.
Concurrent processes and game balancing.Invite pairs to record three timing values and select the fairest.Student tunes motion parameters based on play-test evidence.
11Defence logic
Set x โ†’ move y โ†’ test Ball contact โ†’ stop or continue to target.
Nested control and defensive collision.Step through the goalkeeper script block by block using a trace.Goalkeeper reacts consistently when it intercepts the Ball.
12Autonomy
Generate direction โ†’ compare with zero โ†’ choose branch โ†’ glide y ยฑ 20.
Random variables, ifโ€“else and arithmetic operators.Have students explain the positive and negative branches in words.Student builds and explains simple autonomous goalkeeper movement.
13Integration
Animate kick โ†’ resolve shot โ†’ wait โ†’ reset positions โ†’ replay and review.
State reset, timing, integration and final debugging.Use a final checklist: controls, kick, defence, result, reset and replay.A complete, repeatable penalty-kick game is demonstrated and explained.
Assessment idea: Ask each learner to demonstrate one successful goal and one save, explain the role of two variables or conditions, and make one justified improvement to difficulty or feedback.
Scratch 3.0 Interactive Penalty-Kick Game - 13 Exercise Lesson Plan