What a great project! Creating a simple drawing app in Scratch Jr is a fantastic way to introduce young learners to programming and creative expression. Here's a step-by-step guide to help you get started:
Prerequisites:
- You have Scratch Jr installed on your device (a free app available for Android and iOS).
- You have some basic knowledge of Scratch Jr, such as creating sprites, setting up stages, and using blocks to program.
Objective:
Create a simple drawing app that allows users to draw shapes (lines, circles, squares) using the mouse or touchscreen. The app should include features like:
- Shape selection
- Color choice
- Drawing area
- Eraser option
Step 1: Create the Stage and Sprites
- Open Scratch Jr and create a new project.
- Set up a stage with a background color of your choice (e.g., white or gray).
- Create three sprites:
- A "Shape" sprite that will serve as the drawing tool.
- A "Color" sprite that will allow users to choose colors.
- An "Eraser" sprite that will help clean up drawings.
Step 2: Set up Shape Selection
- Use blocks to create a menu system for shape selection. For example, you can use the
when green flag clicked
block to trigger the menu and then use forever
loops with if-then
statements to cycle through shapes (e.g., lines, circles, squares). - Use the
ask
block to prompt users to select a shape.
Step 3: Implement Color Choice
- Create a color palette by using blocks to generate different shades of colors. You can use the
set pen color to
block and then combine it with forever
loops and if-then
statements to cycle through colors. - Use the
ask
block again to prompt users to select a color.
Step 4: Create Drawing Area
- Set up a drawing area by creating a sprite that serves as the canvas. You can use the
stamp
block to draw shapes onto the canvas. - Use blocks to implement the drawing functionality:
- When the user selects a shape and color, the app should set the pen color to the chosen color and the shape to the selected shape.
- The app should then use the
stamp
block to draw the shape onto the canvas.
Step 5: Implement Eraser Option
- Create an eraser sprite that serves as a clearing tool. Use blocks to implement the erasing functionality:
- When the user selects the eraser, the app should set the pen color to a default color (e.g., white or black).
- The app should then use the
stamp
block with a clear color to erase the drawing area.
Step 6: Test and Refine
- Test your drawing app by running it on Scratch Jr. Make sure all features work as expected, including shape selection, color choice, drawing, and erasing.
- Refine your app as needed to address any issues or bugs you encounter.
Tips and Variations:
- Add more shapes, colors, or tools (e.g., text, images) to enhance the drawing experience.
- Implement a "undo" feature by storing the drawing history and allowing users to revert back to previous drawings.
- Create a save-and-load functionality to allow users to store and recall their drawings.
By following these steps, you'll create a simple yet engaging drawing app in Scratch Jr. Have fun exploring the world of programming and creative expression with your young learners!
Thank you for reading! If you have any questions, drop us an email: workbookscratchjr@gmail.com