You can already make sprites move and respond in Scratch. Today you will build a Paddle Ball game step by step.
Before you run anything new, think: if the ball's step size is stored in a variable called speed, what might happen when that value goes up after each hit?
You will predict, build, run, and fix as you go, and use mouse input so you can control the paddle.
Keep this short. Devices on Scratch, students logged in. Optional predict: ask what might happen if a speed value stored in a variable goes up after each paddle hit, before anyone runs new code. Model the first step or two on the board, then let pairs work while you circulate. Do not list build steps here.
Welcome to our exciting lesson on creating a Paddle Ball Game using Scratch! In this lesson, you will learn how to move sprites, use variables to control speed, change backdrops, and use sensing blocks. By the end of this lesson, you will have your very own Paddle Ball Game that you can play and share with your friends. Let's get started!
Set the scene only. Students will meet movement, a speed variable, mouse input, and a game-over condition through the build. Do not read long marketing-style text aloud; point them straight at creating the project.
Create a new Scratch project and delete the cat sprite that's added by default.
New Scratch projects include the cat by default. Confirm every student has deleted it so the stage is clear. Watch for students who rename the cat instead of removing it.
Add the sprite called 'Paddle' from the sprite library.
Drag the paddle to near the bottom of the stage area (by holding down the left mouse button and moving your mouse). Make sure to leave some space between the bottom of the stage area and the paddle (this is important later on as we'll be putting something there).
Model opening the sprite library and choosing Paddle. Stress leaving a gap above the bottom of the stage; that space is needed later for the game-over line. Cue careful drag so the paddle sits near the bottom without touching the edge.
Add the sprite called 'Soccer Ball' from the sprite library.
Students add Soccer Ball from the library. Check they have selected the ball in the sprite list before the next positioning step so blocks do not land on the paddle by mistake.
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