Scratch is a computer programming language that is designed for use by children to learn programming, but that is also serving as a paradigm for STEM programming more broadly, and I suspect, for IOT programming of the future. Programs are written in scratch by assembling shapes that represent programming structures or objects.
For example, look at the code block to the right. This is an object that is called when the user clicks on the green flag button on the user interface. That green flag is how one starts a program in Scratch. This is hooked, literally, to a “forever” lop. Within the forever loop, execution (of that object) is delayed for a fifth of a second, then an “If” statement is executed. If the object linked to this object (such as a sprite that might be able to move around on the screen) has come into contact with something green, a chomp sound is made.
The Scratch interface is normally accessed on a web page, and in that context, every single Scratch programmer (that uses the basic interface) has access to every bit of code developed and saved by every other programmer. Or, you can run it on your own computer.
You will see scratch like coding in Lego projects, in association with various robot kits, and I suspect over time, with Internet of Things objects. The coding is so straight forward that even Mikey can do it.
The book Make Your Own Scratch Games! by Anna Anthropy, produced by No Starch Press, brings an elementary school or middle school age kid, or an adult who just wants to screw around, through the process of developing three significant game projects and countless elements that users can use for a number, approaching infinity, of different games.
As is usual for No Starch books, the source code is available, but more importantly, among the on line resources are certain graphics and sound files and such used in the game making.
This is a great book for STEM oriented kids, and Scratch is a great Age of Covid activity.
Anna Anthropy is a video game creator and game historian, and author of Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form, a guide to game design that encourages aspiring developers from all backgrounds to create games and contribute their unique voice to the video game industry. Her most recent book, ZZT, explores a shareware game from the ’90s and its lasting impact on developers everywhere.