Getting Started with Scratch Programming
Getting Started with Scratch Programming
On another occasion, we saw what Scratch is, what it is used for, and what its
most basic functions. Today we will see some of its tools and how
to use them, their interface and some of their functionalities. Ready to learn
to program?
To use Scratch, we just need to access its website and create an account.
completely free of charge. Once we have done this, we will be able to create our
first project by clicking the create button that appears at the top
from the website.
Scratch Header
A blank project will open. We are not required to install any plugin or program.
external in order to start using Scratch.
The interface
Once inside, in the top bar of our project, we can select the
language, access file and edit (to be able to save our project, create a
duplicate, or undo an action). We can also rename it,
share it and access the project page: the page we would see upon entering
project if we didn't do it as editors.
Scratch toolbar
The Scratch workspace is divided into different areas: the first
intended for the selection of blocks and their combination, graphic editing
of the different objects, and the editing of the audio clips that they can use. In the
Second, we can see a graphical result of the programming we have done.
through the scenario, and in the third we can organize, control, and select the
different programmable objects in our environment. What is an object? An
An object is nothing more than a programmable element. It can be anything from a character,
a door, a tree, or an object related to our program. Also
we found a tab called Backpack where we can store objects,
designs and even parts of programs that we would like to take advantage of in others
projects by dragging and dropping them inside.
Scratch Interface
On the workbench, we find three tabs: one for the code, one for the
costumes (that is, the designs of our objects), and another for the sounds.
In the first, we find the code blocks that we can use organized.
by functionalities. Each category has an assigned color that allows us to
to identify at a glance which functionality the block is related to
we use.
Scratch Categories
This organization of the blocks facilitates the search for a specific function.
For example, if we want to program a character's movement, we know that
we will find everything related to it in the Movement category. Or that in the
in the Control category we can find different programming structures such as
repetitions or conditionals.
Under the stage, we find a box with the objects and backgrounds that we have.
in our project.