Scratch Game Studio camp plan
Use this page when running Game Studio: Design & Play with Scratch as a 5-day camp.
At a glance
| Day | Blocks | Goal |
|---|---|---|
| 1 | Setup, Stage 1, Stage 2 | Students create and move the player fish. |
| 2 | Stage 3, Stage 4, Stage 5 | Growth, win/lose rules, and enemy fish work. |
| 3 | Stage 6, Stage 7, Stage 8 | Clones, swarm behavior, and eat-or-be-eaten rules work. |
| 4 | Stage 9, Stage 10, catch-up | Students polish the stage and final score screen. |
| 5 | Playtest tournament, rehearsal, parent demo | Students show a complete arcade loop. |
Minimum viable finish
A student should leave with a playable Scratch game where the fish moves, interacts with enemies, and reaches an ending.
Coach triage
- If clone logic is confusing, return to one enemy sprite before adding many.
- If a student is behind, preserve movement, one enemy, and one ending.
- If a student is ahead, have them tune game fairness and explain one rule change.
Common stuck points
- Sprite names in dropdown blocks must match the lesson.
- Clone scripts need a clear "when I start as a clone" event.
- Students may need reminders to save after each working stage.