computer Online
school Beginner
translate Spoken: Hindi/Hinglish • Notes: English
Scratch & Code.org Games
person
Instructor / Creator
Gaurav Kumar Jain
A game is a system of rules that responds to input and changes over time. This course develops that idea through Scratch and the Code.org Sprite Lab and Game Lab environments. Learners begin with visual objects and simple interactions, then progress to movement, scoring, collisions and complete game behavior. The projects provide different ways to practise the same underlying ideas, so the goal is to understand and modify the rules rather than copy a finished screen.
Start with the Scratch workspace, sprites, backdrops and basic actions. Practise drawing and visual design, then work with scrolling backgrounds and simple animated behavior. Continue to interactive projects such as a bouncing ball, apple-catching game, quiz, piano and maze. Written guides explain variables, conditions, loops, messages and reset behavior so that the project steps can be connected to general programming concepts.
The next Scratch section develops action and racing examples, including running, archery, car racing, soccer, snake and other game patterns. For each project, identify the player input, how the objects move, what changes the score and what ends or restarts play. Alter one speed, timing value, collision rule or scoring condition and test its effect. A small documented change provides better evidence of understanding than an unmodified copy of a larger project.
The Code.org track begins with Sprite Lab and simpler block-based activities, then moves to Game Lab. Study animated and custom sprites, background movement, camera behavior, groups of objects and collision types. Apply those features in paddle, racing, shooting, boxing and other guided projects. Keep the environment used by each recording clear, because the controls and programming model of Sprite Lab, Game Lab and other beginner activities are not identical.
An extension section returns to Scratch for sensing and assistant-style examples, including video, colour and face-filter activities. Use these after the core game projects so that a new input mechanism can be understood in terms of the events and state already learned. Follow the requirements of the specific extension rather than assuming that every example is a conventional keyboard-controlled game.
The course includes 62 recordings presented by Gaurav Kumar Jain. Its final assignment is an original small game with a clear objective, a working score or progress rule, an end condition and a restart. Learners should be able to explain the important variables and reproduce a bug fix. The course develops beginner 2D game-making and programming practice in educational tools; it does not present those tools as a complete professional game-engine curriculum.
Start with the Scratch workspace, sprites, backdrops and basic actions. Practise drawing and visual design, then work with scrolling backgrounds and simple animated behavior. Continue to interactive projects such as a bouncing ball, apple-catching game, quiz, piano and maze. Written guides explain variables, conditions, loops, messages and reset behavior so that the project steps can be connected to general programming concepts.
The next Scratch section develops action and racing examples, including running, archery, car racing, soccer, snake and other game patterns. For each project, identify the player input, how the objects move, what changes the score and what ends or restarts play. Alter one speed, timing value, collision rule or scoring condition and test its effect. A small documented change provides better evidence of understanding than an unmodified copy of a larger project.
The Code.org track begins with Sprite Lab and simpler block-based activities, then moves to Game Lab. Study animated and custom sprites, background movement, camera behavior, groups of objects and collision types. Apply those features in paddle, racing, shooting, boxing and other guided projects. Keep the environment used by each recording clear, because the controls and programming model of Sprite Lab, Game Lab and other beginner activities are not identical.
An extension section returns to Scratch for sensing and assistant-style examples, including video, colour and face-filter activities. Use these after the core game projects so that a new input mechanism can be understood in terms of the events and state already learned. Follow the requirements of the specific extension rather than assuming that every example is a conventional keyboard-controlled game.
The course includes 62 recordings presented by Gaurav Kumar Jain. Its final assignment is an original small game with a clear objective, a working score or progress rule, an end condition and a restart. Learners should be able to explain the important variables and reproduce a bug fix. The course develops beginner 2D game-making and programming practice in educational tools; it does not present those tools as a complete professional game-engine curriculum.
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Verified Offering
Program Decision Facts
Verified operational, curriculum, and certification details.
Delivery Mode & Venue
100% Online Self-Paced Interactive Track
Duration & Effort
12 Weeks • 5–10 Hours / Week
Instructor / Teaching Partner
Gaurav Kumar Jain
Pre-requisites
Beginner • Basic computer literacy
Assessment & Capstone
Mandatory graded practical project submission
Certificate Authority
Kansaraix (OPC) Private Limited • Verified on ProCertificate
Commercial Fee
₹1,000 (All-Inclusive)
Refund & Support
Subject to Platform Policy • Support Desk
verified
Curriculum Quality Review: Tested and validated for modern engineering environments.
Last Audited: October 2026
Course Highlights & Outcomes
10 Total Points
What You'll Learn in this Program
Every key topic, framework, and practical skill covered during your training.
01
Identify sprites, backdrops and coordinates in a game workspace
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02
Connect player input and events to object behavior
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03
Use conditions, loops, variables and messages in guided game logic
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04
Create and modify movement, timing and scoring rules
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05
Explain collisions, camera movement and object-group behavior
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06
Follow game examples in Scratch, Sprite Lab and Game Lab
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07
Separate game-start, active-play, end and restart states
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08
Study selected Scratch sensing and visual-interaction extensions
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09
Test a game with ordinary play and repeated restart conditions
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10
Build and explain an original small game
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Curriculum & Reading Notes
62 Articles
Detailed Articles & Curriculum Topics
Comprehensive guides and modular reading materials provided for this course.
Topic 01
Course Overview and First Lesson Guide
Course Overview
A game is a system of rules that responds to input and changes over time. This course develops that idea through Scratch and the Code.org Sprite Lab and Game Lab environments. Learners begin with visual objects and simple interactions, then progress to movement, scoring, collisions and complete game behavior. The projects provide different ways to practise the same underlying ideas, so the goal is to understand and modify the rules rather than copy a finished screen.
Start with the Scratch workspace, sprites, backdrops and basic actions. Practise drawing and visual design, then work with scrolling backgrounds and simple animated behavior. Continue to interactive projects such as a bouncing ball, apple-catching game, quiz, piano and maze. Written guides explain variables, conditions, loops, messages and reset behavior so that the project steps can be connected to general programming concepts.
The next Scratch section develops action and racing examples, including running, archery, car racing, soccer, snake and other game patterns. For each project, identify the player input, how the objects move, what changes the score and what ends or restarts play. Alter one speed, timing value, collision rule or scoring condition and test its effect. A small documented change provides better evidence of understanding than an unmodified copy of a larger project.
The Code.org track begins with Sprite Lab and simpler block-based activities, then moves to Game Lab. Study animated and custom sprites, background movement, camera behavior, groups of objects and collision types. Apply those features in paddle, racing, shooting, boxing and other guided projects. Keep the environment used by each recording clear, because the controls and programming model of Sprite Lab, Game Lab and other beginner activities are not identical.
An extension section returns to Scratch for sensing and assistant-style examples, including video, colour and face-filter activities. Use these after the core game projects so that a new input mechanism can be understood in terms of the events and state already learned. Follow the requirements of the specific extension rather than assuming that every example is a conventional keyboard-controlled game.
The course includes 62 recordings presented by Gaurav Kumar Jain. Its final assignment is an original small game with a clear objective, a working score or progress rule, an end condition and a restart. Learners should be able to explain the important variables and reproduce a bug fix. The course develops beginner 2D game-making and programming practice in educational tools; it does not present those tools as a complete professional game-engine curriculum.
Module Overview
Locate the Scratch sprite, backdrop, scripts and run controls. Keep one object and one visible behavior while learning the workspace. Change a position, appearance or event rule and compare the result with your prediction. Save a working baseline and explain which part of the project belongs to the sprite and which belongs to the stage.
Lesson Overview: Live Scratch 3.0 Tutorial Part-1
Locate the environment's objects, scripts or blocks and run controls. Identify the event that begins a behavior and the object to which the behavior belongs. Start with a small visible action that you can explain before following a complete game.
Practice Task
Create one object and one input-controlled or start-event action. Change its appearance, position or response using your own values. Run, stop and restart the project and explain the expected initial state.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
A game is a system of rules that responds to input and changes over time. This course develops that idea through Scratch and the Code.org Sprite Lab and Game Lab environments. Learners begin with visual objects and simple interactions, then progress to movement, scoring, collisions and complete game behavior. The projects provide different ways to practise the same underlying ideas, so the goal is to understand and modify the rules rather than copy a finished screen.
Start with the Scratch workspace, sprites, backdrops and basic actions. Practise drawing and visual design, then work with scrolling backgrounds and simple animated behavior. Continue to interactive projects such as a bouncing ball, apple-catching game, quiz, piano and maze. Written guides explain variables, conditions, loops, messages and reset behavior so that the project steps can be connected to general programming concepts.
The next Scratch section develops action and racing examples, including running, archery, car racing, soccer, snake and other game patterns. For each project, identify the player input, how the objects move, what changes the score and what ends or restarts play. Alter one speed, timing value, collision rule or scoring condition and test its effect. A small documented change provides better evidence of understanding than an unmodified copy of a larger project.
The Code.org track begins with Sprite Lab and simpler block-based activities, then moves to Game Lab. Study animated and custom sprites, background movement, camera behavior, groups of objects and collision types. Apply those features in paddle, racing, shooting, boxing and other guided projects. Keep the environment used by each recording clear, because the controls and programming model of Sprite Lab, Game Lab and other beginner activities are not identical.
An extension section returns to Scratch for sensing and assistant-style examples, including video, colour and face-filter activities. Use these after the core game projects so that a new input mechanism can be understood in terms of the events and state already learned. Follow the requirements of the specific extension rather than assuming that every example is a conventional keyboard-controlled game.
The course includes 62 recordings presented by Gaurav Kumar Jain. Its final assignment is an original small game with a clear objective, a working score or progress rule, an end condition and a restart. Learners should be able to explain the important variables and reproduce a bug fix. The course develops beginner 2D game-making and programming practice in educational tools; it does not present those tools as a complete professional game-engine curriculum.
Module Overview
Locate the Scratch sprite, backdrop, scripts and run controls. Keep one object and one visible behavior while learning the workspace. Change a position, appearance or event rule and compare the result with your prediction. Save a working baseline and explain which part of the project belongs to the sprite and which belongs to the stage.
Lesson Overview: Live Scratch 3.0 Tutorial Part-1
Locate the environment's objects, scripts or blocks and run controls. Identify the event that begins a behavior and the object to which the behavior belongs. Start with a small visible action that you can explain before following a complete game.
Practice Task
Create one object and one input-controlled or start-event action. Change its appearance, position or response using your own values. Run, stop and restart the project and explain the expected initial state.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 02
Getting Started: How to Draw Amazing Backdrops in Scratch
Getting Started
Use a computer, browser and access to the educational environment used by the selected lesson. In Scratch, learn how to select a sprite, run and stop the project, edit a backdrop and inspect a variable. In Code.org, identify whether the lesson is a Sprite Lab, Game Lab or another beginner activity before looking for a particular block. Start with one object and one action so that the result can be tested easily. Keep a saved working version before adding more rules or objects. Use original or appropriately permitted artwork for your independent assignment. For sensing examples, check the input device and supported extension requirements. Record the game's starting positions and initial score so that you can verify whether a restart restores the correct state.
Lesson Overview: How to Draw Amazing Backdrops in Scratch
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Use a computer, browser and access to the educational environment used by the selected lesson. In Scratch, learn how to select a sprite, run and stop the project, edit a backdrop and inspect a variable. In Code.org, identify whether the lesson is a Sprite Lab, Game Lab or another beginner activity before looking for a particular block. Start with one object and one action so that the result can be tested easily. Keep a saved working version before adding more rules or objects. Use original or appropriately permitted artwork for your independent assignment. For sensing examples, check the input device and supported extension requirements. Record the game's starting positions and initial score so that you can verify whether a restart restores the correct state.
Lesson Overview: How to Draw Amazing Backdrops in Scratch
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 03
Learning Roadmap: Make Drawings in Scratch
Learning Roadmap
Learn basic object and event behavior before building several interacting sprites. For each game, write a short rule sheet describing the player's goal, controls, score and end condition. Separate a continuously checked condition from an action that should happen only once. Test one collision or scoring interaction before adding another object group. When moving between Scratch and Code.org, match the purpose of a rule rather than expecting identical block names. Complete both parts of a multipart project before treating it as finished. Use later guided projects to practise a new mechanic or improve the final assignment, not to accumulate untested copies. Keep a record of the initial state, a normal play sequence, a game-ending event and what happens on restart.
Lesson Overview: Make Drawings in Scratch
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Learn basic object and event behavior before building several interacting sprites. For each game, write a short rule sheet describing the player's goal, controls, score and end condition. Separate a continuously checked condition from an action that should happen only once. Test one collision or scoring interaction before adding another object group. When moving between Scratch and Code.org, match the purpose of a rule rather than expecting identical block names. Complete both parts of a multipart project before treating it as finished. Use later guided projects to practise a new mechanic or improve the final assignment, not to accumulate untested copies. Keep a record of the initial state, a normal play sequence, a game-ending event and what happens on restart.
Lesson Overview: Make Drawings in Scratch
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 04
Scrolling Background in Scratch - Notes and Practice
Lesson Overview: Scrolling Background in Scratch
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 05
Rainy Weather in Scratch - Notes and Practice
Lesson Overview: Rainy Weather in Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 06
Module Overview: Drum Kit in Scratch 3.0
Module Overview
Describe the player input, the object response and the rule that changes a score or result. Use named variables and clear starting positions. Test one interaction before combining several rules, and check that a restart restores the intended state. Modify a single condition or movement value and explain how it changes play.
Lesson Overview: Drum Kit in Scratch 3.0
Identify the player input and the sound, animation or timed behavior it triggers. Distinguish one event from a continuously repeated action. Explain the selected asset and the state needed to start or stop the interaction.
Practice Task
Use a small original or permitted set of sounds or visual actions. Test a single input, repeated inputs and a stop or restart. Change a timing, mapping or visual response and explain why the resulting behavior differs.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Describe the player input, the object response and the rule that changes a score or result. Use named variables and clear starting positions. Test one interaction before combining several rules, and check that a restart restores the intended state. Modify a single condition or movement value and explain how it changes play.
Lesson Overview: Drum Kit in Scratch 3.0
Identify the player input and the sound, animation or timed behavior it triggers. Distinguish one event from a continuously repeated action. Explain the selected asset and the state needed to start or stop the interaction.
Practice Task
Use a small original or permitted set of sounds or visual actions. Test a single input, repeated inputs and a stop or restart. Change a timing, mapping or visual response and explain why the resulting behavior differs.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 07
Drum Game in Scratch - Notes and Practice
Lesson Overview: Drum Game in Scratch
Identify the player input and the sound, animation or timed behavior it triggers. Distinguish one event from a continuously repeated action. Explain the selected asset and the state needed to start or stop the interaction.
Practice Task
Use a small original or permitted set of sounds or visual actions. Test a single input, repeated inputs and a stop or restart. Change a timing, mapping or visual response and explain why the resulting behavior differs.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the player input and the sound, animation or timed behavior it triggers. Distinguish one event from a continuously repeated action. Explain the selected asset and the state needed to start or stop the interaction.
Practice Task
Use a small original or permitted set of sounds or visual actions. Test a single input, repeated inputs and a stop or restart. Change a timing, mapping or visual response and explain why the resulting behavior differs.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 08
Bouncing Ball Game in Scratch 3.0 - Notes and Practice
Lesson Overview: Bouncing Ball Game in Scratch 3.0
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 09
Catch the Apple Game in Scratch 3.0 - Notes and Practice
Lesson Overview: Catch the Apple Game in Scratch 3.0
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 10
Quiz Game in Scratch 3.0 - Notes and Practice
Lesson Overview: Quiz Game in Scratch 3.0
Identify the question, answer input, feedback and score state in the game. Separate moving to a new question from scoring the current one. Check how the game decides that play is complete.
Practice Task
Write a short original quiz and test a correct answer, an incorrect answer and a repeated submission. Verify the final score and restart state. Add one independent feedback or question-order improvement and explain the relevant variables.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the question, answer input, feedback and score state in the game. Separate moving to a new question from scoring the current one. Check how the game decides that play is complete.
Practice Task
Write a short original quiz and test a correct answer, an incorrect answer and a repeated submission. Verify the final score and restart state. Add one independent feedback or question-order improvement and explain the relevant variables.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 11
Piano Game in Scratch 3.0 - Notes and Practice
Lesson Overview: Piano Game in Scratch 3.0
Identify the player input and the sound, animation or timed behavior it triggers. Distinguish one event from a continuously repeated action. Explain the selected asset and the state needed to start or stop the interaction.
Practice Task
Use a small original or permitted set of sounds or visual actions. Test a single input, repeated inputs and a stop or restart. Change a timing, mapping or visual response and explain why the resulting behavior differs.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the player input and the sound, animation or timed behavior it triggers. Distinguish one event from a continuously repeated action. Explain the selected asset and the state needed to start or stop the interaction.
Practice Task
Use a small original or permitted set of sounds or visual actions. Test a single input, repeated inputs and a stop or restart. Change a timing, mapping or visual response and explain why the resulting behavior differs.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 12
Hide and Seek Game in Scratch 3.0 - Notes and Practice
Lesson Overview: Hide and Seek Game in Scratch 3.0
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 13
Maze In Scratch - Notes and Practice
Lesson Overview: Maze In Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 14
Live Scratch 3.0 Tutorial -2 ( Maze game in Scratch 3.0) - Notes and Practice
Lesson Overview: Live Scratch 3.0 Tutorial -2 ( Maze game in Scratch 3.0)
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 15
Module Overview: T-Rex Run Game in Scratch
Module Overview
Separate the running game's movement, collision, score and end conditions. Identify which rules are continuously checked and which should happen only once. Test edge positions and repeated collisions so that a score is not increased unintentionally. Add a small independent mechanic after the original game behaves predictably.
Lesson Overview: T-Rex Run Game in Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Separate the running game's movement, collision, score and end conditions. Identify which rules are continuously checked and which should happen only once. Test edge positions and repeated collisions so that a score is not increased unintentionally. Add a small independent mechanic after the original game behaves predictably.
Lesson Overview: T-Rex Run Game in Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 16
Target archery in scratch 3.0 - Notes and Practice
Lesson Overview: Target archery in scratch 3.0
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 17
Car Racing Game in Scratch - Notes and Practice
Lesson Overview: Car Racing Game in Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 18
Jumping Jack Game in Scratch 3.0 - Notes and Practice
Lesson Overview: Jumping Jack Game in Scratch 3.0
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 19
Soccer Game In Scratch - Notes and Practice
Lesson Overview: Soccer Game In Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 20
Snake Game In Scratch - Notes and Practice
Lesson Overview: Snake Game In Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 21
Angry Bird Game In Scratch - Notes and Practice
Lesson Overview: Angry Bird Game In Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 22
Fruit Ninja Game in Scratch - Notes and Practice
Lesson Overview: Fruit Ninja Game in Scratch
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 23
Module Overview: Overview of Sprite Lab
Module Overview
Identify the beginner Code.org environment used by the recording before looking for a particular block. Explain the event and behavior assigned to each object. Test one interaction before combining several actions. Where a project has two parts, complete the introduction first and record the behavior added by the continuation.
Lesson Overview: Overview of Sprite Lab
Locate the environment's objects, scripts or blocks and run controls. Identify the event that begins a behavior and the object to which the behavior belongs. Start with a small visible action that you can explain before following a complete game.
Practice Task
Create one object and one input-controlled or start-event action. Change its appearance, position or response using your own values. Run, stop and restart the project and explain the expected initial state.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the beginner Code.org environment used by the recording before looking for a particular block. Explain the event and behavior assigned to each object. Test one interaction before combining several actions. Where a project has two parts, complete the introduction first and record the behavior added by the continuation.
Lesson Overview: Overview of Sprite Lab
Locate the environment's objects, scripts or blocks and run controls. Identify the event that begins a behavior and the object to which the behavior belongs. Start with a small visible action that you can explain before following a complete game.
Practice Task
Create one object and one input-controlled or start-event action. Change its appearance, position or response using your own values. Run, stop and restart the project and explain the expected initial state.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 24
Motu-Patlu Game in spritelab - Notes and Practice
Lesson Overview: Motu-Patlu Game in spritelab
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 25
Flappy game in Code.org - Notes and Practice
Lesson Overview: Flappy game in Code.org
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 26
Basketball Game in Code.org - Notes and Practice
Lesson Overview: Basketball Game in Code.org
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 27
Star War Game in Code.org Part-1 Introduction - Notes and Practice
Lesson Overview: Star War Game in Code.org Part-1 Introduction
Locate the environment's objects, scripts or blocks and run controls. Identify the event that begins a behavior and the object to which the behavior belongs. Start with a small visible action that you can explain before following a complete game.
Practice Task
Create one object and one input-controlled or start-event action. Change its appearance, position or response using your own values. Run, stop and restart the project and explain the expected initial state.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Locate the environment's objects, scripts or blocks and run controls. Identify the event that begins a behavior and the object to which the behavior belongs. Start with a small visible action that you can explain before following a complete game.
Practice Task
Create one object and one input-controlled or start-event action. Change its appearance, position or response using your own values. Run, stop and restart the project and explain the expected initial state.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 28
Star War Game in Code.org Part-2 - Notes and Practice
Lesson Overview: Star War Game in Code.org Part-2
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 29
Dance Party in Code.org - Notes and Practice
Lesson Overview: Dance Party in Code.org
Identify the player input and the sound, animation or timed behavior it triggers. Distinguish one event from a continuously repeated action. Explain the selected asset and the state needed to start or stop the interaction.
Practice Task
Use a small original or permitted set of sounds or visual actions. Test a single input, repeated inputs and a stop or restart. Change a timing, mapping or visual response and explain why the resulting behavior differs.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the player input and the sound, animation or timed behavior it triggers. Distinguish one event from a continuously repeated action. Explain the selected asset and the state needed to start or stop the interaction.
Practice Task
Use a small original or permitted set of sounds or visual actions. Test a single input, repeated inputs and a stop or restart. Change a timing, mapping or visual response and explain why the resulting behavior differs.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 30
Catch The Thief Game in Sprite Lab -Tutorial 2 - Notes and Practice
Lesson Overview: Catch The Thief Game in Sprite Lab -Tutorial 2
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 31
Soccer Game in Sprite Lab on Code.org- Tutorial-13 - Notes and Practice
Lesson Overview: Soccer Game in Sprite Lab on Code.org- Tutorial-13
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 32
Motu, Samosa And John Game in Sprite Lab -Tutorial 8 - Notes and Practice
Lesson Overview: Motu, Samosa And John Game in Sprite Lab -Tutorial 8
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 33
Module Overview: Create Customized sprites in Game lab of Code.org-Tutorial-1
Module Overview
Connect a sprite's properties with its movement, appearance and interaction. Keep starting positions and animation identifiers clear. Test one camera, group or collision behavior at a time before using it in a larger game. Explain how the rule is evaluated and what should happen if two objects meet at an edge or during a repeated update.
Lesson Overview: Create Customized sprites in Game lab of Code.org-Tutorial-1
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Connect a sprite's properties with its movement, appearance and interaction. Keep starting positions and animation identifiers clear. Test one camera, group or collision behavior at a time before using it in a larger game. Explain how the rule is evaluated and what should happen if two objects meet at an edge or during a repeated update.
Lesson Overview: Create Customized sprites in Game lab of Code.org-Tutorial-1
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 34
Create Animated Sprites in Gamelab - Notes and Practice
Lesson Overview: Create Animated Sprites in Gamelab
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 35
Mario Game background trick in Game lab - Tutorial-5 - Notes and Practice
Lesson Overview: Mario Game background trick in Game lab - Tutorial-5
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 36
Camera blocks for creating moving Background in game lab - Notes and Practice
Lesson Overview: Camera blocks for creating moving Background in game lab
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 37
Groups of Sprites having similar behavior in game lab - Notes and Practice
Lesson Overview: Groups of Sprites having similar behavior in game lab
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 38
Types of collisions in gamelab of - Notes and Practice
Lesson Overview: Types of collisions in gamelab of
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 39
Hen Vs Man - How To Create Sprites and Import Them - Game Lab - Notes and Practice
Lesson Overview: Hen Vs Man - How To Create Sprites and Import Them - Game Lab
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Connect the sprite or group properties to a specific movement, animation, camera or collision behavior. Keep identifiers and starting positions clear. Inspect a single interaction before combining several objects or rules.
Practice Task
Create a small two-object test of the demonstrated feature. Predict the normal and edge behavior, then compare it with the running project. Change one rule independently and explain how the camera, group or sprite setting changes the result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 40
Module Overview: Jumping Jack Game in Gamelab
Module Overview
Write a short rule sheet before reproducing the game project. Identify the controls, object movement, scoring condition, end state and restart behavior. Build a small working version, then add the next mechanic. Check a normal play sequence and a boundary or repeated-event case. Explain one change that makes your version different from the guided recording.
Lesson Overview: Jumping Jack Game in Gamelab
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write a short rule sheet before reproducing the game project. Identify the controls, object movement, scoring condition, end state and restart behavior. Build a small working version, then add the next mechanic. Check a normal play sequence and a boundary or repeated-event case. Explain one change that makes your version different from the guided recording.
Lesson Overview: Jumping Jack Game in Gamelab
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 41
Mosquito Killer Game in Gamelab - Notes and Practice
Lesson Overview: Mosquito Killer Game in Gamelab
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 42
Boxing Game in Gamelab - Notes and Practice
Lesson Overview: Boxing Game in Gamelab
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 43
Ram VS Ravan Game - Notes and Practice
Lesson Overview: Ram VS Ravan Game
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 44
Ironman Vs Thanos in Game lab - Notes and Practice
Lesson Overview: Ironman Vs Thanos in Game lab
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 45
Shooting Game in Game Lab - Notes and Practice
Lesson Overview: Shooting Game in Game Lab
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 46
Ball and Paddle Game in Game Lab of Code.org - Tutorial-3 - Notes and Practice
Lesson Overview: Ball and Paddle Game in Game Lab of Code.org - Tutorial-3
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 47
Dice Game in Game Game lab : Tutorial-4 - Notes and Practice
Lesson Overview: Dice Game in Game Game lab : Tutorial-4
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 48
Sword Enemy Game in gamelab of Code.org-Tutorial -9 - Notes and Practice
Lesson Overview: Sword Enemy Game in gamelab of Code.org-Tutorial -9
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 49
Badminton Game in Game Lab of Code.org-Tutorial-10 - Notes and Practice
Lesson Overview: Badminton Game in Game Lab of Code.org-Tutorial-10
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 50
Mosquito Killer Game in the Game lab on Code.org-Tutorial-11 - Notes and Practice
Lesson Overview: Mosquito Killer Game in the Game lab on Code.org-Tutorial-11
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 51
Jumping Jack Game in Gamelab on Code.org-Tutorial-12 - Notes and Practice
Lesson Overview: Jumping Jack Game in Gamelab on Code.org-Tutorial-12
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 52
Live Coding Class -8 (Gamelab - Sword Fight Game) - Notes and Practice
Lesson Overview: Live Coding Class -8 (Gamelab - Sword Fight Game)
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 53
Live Coding Class -9 (Gamelab - Sword Fight Game Part-2) - Notes and Practice
Lesson Overview: Live Coding Class -9 (Gamelab - Sword Fight Game Part-2)
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 54
Helicopter and Car Game - Notes and Practice
Lesson Overview: Helicopter and Car Game
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 55
Death Race - A Racing game in the Game lab on Code.org-tutorial-14 - Notes and Practice
Lesson Overview: Death Race - A Racing game in the Game lab on Code.org-tutorial-14
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 56
Iron Man Vs Thanos Game in Game lab on Code- Avengers Part-1 - Notes and Practice
Lesson Overview: Iron Man Vs Thanos Game in Game lab on Code- Avengers Part-1
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 57
Hen Vs Man - Animated Boxing Game in Game Lab - Notes and Practice
Lesson Overview: Hen Vs Man - Animated Boxing Game in Game Lab
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 58
Ram Vs Ravan - Dusshera Special Game in Game Lab On Code.org - Notes and Practice
Lesson Overview: Ram Vs Ravan - Dusshera Special Game in Game Lab On Code.org
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Write the game's objective and controls, then identify the rules for object movement, scoring and ending play. Keep the initial state separate from the values that change during the game. Follow the central mechanic before adding more artwork or enemies.
Practice Task
Reproduce a small playable version and add one independent rule, obstacle or difficulty change. Test normal play, a boundary or repeated collision and the restart state. Explain the variables and conditions that produce the score and final result.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 59
Module Overview: How to Create 3D Objects in Scratch
Module Overview
Locate the Scratch sprite, backdrop, scripts and run controls. Keep one object and one visible behavior while learning the workspace. Change a position, appearance or event rule and compare the result with your prediction. Save a working baseline and explain which part of the project belongs to the sprite and which belongs to the stage.
Lesson Overview: How to Create 3D Objects in Scratch
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Locate the Scratch sprite, backdrop, scripts and run controls. Keep one object and one visible behavior while learning the workspace. Change a position, appearance or event rule and compare the result with your prediction. Save a working baseline and explain which part of the project belongs to the sprite and which belongs to the stage.
Lesson Overview: How to Create 3D Objects in Scratch
Identify the stage or sprite artwork and the rules that control its position, appearance or movement. Distinguish the visual asset from the code that creates the changing effect. Keep the relationship between the scene and its interactive objects clear.
Practice Task
Create a small original scene or effect and change one visual or movement property at a time. Test the starting state and a repeat or restart. Explain which object owns the artwork and which rule produces the visible behavior.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 60
AI Assistant in Scratch 3.0 - Notes and Practice
Lesson Overview: AI Assistant in Scratch 3.0
Identify the sensing or extension input and how its value affects the visible project. Test the input by itself before combining it with a larger behavior. Record the relevant extension and device requirements.
Practice Task
Choose two distinguishable input conditions and predict the project's response to each. Test the absence of expected input where supported. Change one response rule or visual effect and explain the value or event used to control it.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the sensing or extension input and how its value affects the visible project. Test the input by itself before combining it with a larger behavior. Record the relevant extension and device requirements.
Practice Task
Choose two distinguishable input conditions and predict the project's response to each. Test the absence of expected input where supported. Change one response rule or visual effect and explain the value or event used to control it.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 61
Video and Color Sensing Scratch 3.0 - Notes and Practice
Lesson Overview: Video and Color Sensing Scratch 3.0
Identify the sensing or extension input and how its value affects the visible project. Test the input by itself before combining it with a larger behavior. Record the relevant extension and device requirements.
Practice Task
Choose two distinguishable input conditions and predict the project's response to each. Test the absence of expected input where supported. Change one response rule or visual effect and explain the value or event used to control it.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Identify the sensing or extension input and how its value affects the visible project. Test the input by itself before combining it with a larger behavior. Record the relevant extension and device requirements.
Practice Task
Choose two distinguishable input conditions and predict the project's response to each. Test the absence of expected input where supported. Change one response rule or visual effect and explain the value or event used to control it.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Topic 62
Final Project and Completion Guide: Face Filters in Scratch
Lesson Overview: Face Filters in Scratch
Identify the sensing or extension input and how its value affects the visible project. Test the input by itself before combining it with a larger behavior. Record the relevant extension and device requirements.
Practice Task
Choose two distinguishable input conditions and predict the project's response to each. Test the absence of expected input where supported. Change one response rule or visual effect and explain the value or event used to control it.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Final Project and Completion Guide
Create an original catching, maze, racing, paddle or similar small game in one of the covered environments. Include clear instructions, player input, at least one moving object, a score or progress value, an end condition and a restart that restores the intended starting state. Add one independent feature such as changing difficulty, a new obstacle or a different scoring rule. Test ordinary play, an edge or collision case, and several restarts. Submit the project link or files, a rule sheet, an explanation of the key variables and a test log. Assess correct rules, predictable state transitions, understandable controls and the ability to explain a bug fix. Keep the scope small enough that every important behavior can be demonstrated.
Identify the sensing or extension input and how its value affects the visible project. Test the input by itself before combining it with a larger behavior. Record the relevant extension and device requirements.
Practice Task
Choose two distinguishable input conditions and predict the project's response to each. Test the absence of expected input where supported. Change one response rule or visual effect and explain the value or event used to control it.
What to Check
Test ordinary play, an edge or collision case and a restart. Check the score and object positions and explain which rule controls each visible behavior.
Final Project and Completion Guide
Create an original catching, maze, racing, paddle or similar small game in one of the covered environments. Include clear instructions, player input, at least one moving object, a score or progress value, an end condition and a restart that restores the intended starting state. Add one independent feature such as changing difficulty, a new obstacle or a different scoring rule. Test ordinary play, an edge or collision case, and several restarts. Submit the project link or files, a rule sheet, an explanation of the key variables and a test log. Assess correct rules, predictable state transitions, understandable controls and the ability to explain a bug fix. Keep the scope small enough that every important behavior can be demonstrated.
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