Book Image

Scratch 1.4: Beginner's Guide

Book Image

Scratch 1.4: Beginner's Guide

Overview of this book

If you have the imaginative power to design complex multimedia projects but can't adapt to programming languages, then Scratch 1.4: Beginner's Guide is the book for you. Imagine how good you'll feel when you drag-and-drop your way to interactive games, stories, graphic artwork, computer animations, and much more using Scratch even if you have never programmed before. This book provides teachers, parents, and new programmers with a guided tour of Scratch's features by creating projects that can be shared, remixed, and improved upon in your own lesson plans. Soon you will be creating games, stories, and animations by snapping blocks of "code" together. When you program you solve problems. In order to solve problems, you think, take action, and reflect upon your efforts. Scratch teaches you to program using a fun, accessible environment that's as easy as dragging and dropping blocks from one part of the screen to another. In this book you will program games, stories, and animations using hands-on examples that get you thinking and tinkering. For each project, you start with a series of steps to build something. Then you pause to put our actions into context so that you can relate our code to the actions on Scratch's stage. Throughout each chapter, you'll encounter challenges that encourage you to experiment and learn. One of the things you're really going to love is that, as you begin working through the examples in the book, you won't be able to stop your imagination and the ideas will stream as fast as you can think of them. Write them down. You'll quickly realize there are a lot of young minds in your home, classroom, or community group that could benefit from Scratch's friendly face. Teach them, please.
Table of Contents (17 chapters)
Scratch 1.4 Beginner's Guide
Credits
About the Author
About the Reviewer
Preface
Scratch Resources
Index

Chapter 7. Games of Fortune

In Chapter 6, we learned how easy it is to create projects that incorporate dynamic information using variables. However, variables have a limitation; they store only one value at a time. Sometimes, we want a variable to store multiple values.

Welcome to lists. In Scratch, a list allows us to associate one list (a variable) with multiple items or values in much the same way we create a list before going to the grocery store.

In this chapter, we will take a trip to the fortune-teller to demonstrate lists, and I predict you'll learn how to:

  • Store and retrieve information in lists

  • Keep track of items in a list by using a counter

  • Identify intervals using the mod block

  • Use if/else control blocks to make decisions

  • Ask the user a question and store the keyboard input

That's a lot to process, but we can do it.