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Listed under:  Technologies  >  Information and communication technologies  >  User interfaces
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How to Use Scratch: Changing Colours of objects in Scratch

Make the images and objects in your project change colour when they are clicked!

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How to Use Scratch: Changing the costume of your Sprite

Make your Sprite look its best by learning how to change its costume.

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How to Use Scratch: Adding a Sprite

So, you have your new project in Scratch - now it's time to add a Sprite!

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How to Use Scratch: Making Sprites interactive

Make your Sprite jump, move, say something or change costume.

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How to Use Scratch: Making a Sprite say something

You don't want a silent Sprite! Get your Sprite to talk by using the 'say' block.

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How to Use Scratch: Deleting the Cat Sprite

A computer character is called a 'sprite'. Can you delete the cat sprite from your Scratch card?

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How to Use Scratch: Imagining your interactive Holiday Card

Snowmen? Spooky Halloween ghosts? The Easter bilby? What images come to mind when you think of Holidays? Get some ideas for your Scratch Holiday Card

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How to Use Scratch: Making a Sprite Move

Tell your Sprite where to go - get your Sprite to move in all different directions - left, right, up, down

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How to Use Scratch: Adding sounds to your Scratch project

There are all sorts of sounds you could add to your Scratch project. Give your project that extra 'oomph' by adding sounds.

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Exploring inputs and outputs

This is a unit for Year 4 from the Scope and sequence resources from the DT Hub. The topic of digital systems is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students explore inputs and outputs using a circuit board, electronic kit ...

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How to Use Scratch: Intro to Scratch 2.0

Want to make your own games? Scratch is a programming language, created by MIT, that makes it easy to create interactive art, stories, simulations, and games. Explore your ideas and share your creations online.

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Peripherals

In this sequence of lessons students explore different types of peripherals used every day in order to identify the data transmitted. A peripheral is an auxiliary device such as a computer mouse or keyboard that connects to and works with a device in some way.

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Planting fruit and vegetables

In this sequence of lessons students grow a plant from seed, capturing each step and decision as an algorithmic process and recording data for future learning.