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  • Home
  • Platform
  • Community
  • Experiences
  • About
  • Contact
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Privacy Policy

FAQ's

All rights reserved by The Cub Club Pty LTD.

Folder- A digital container used to hold related files, like a digital drawer.

File- A piece of work saved on a computer (like a document, image, or video).

Organise-To arrange things neatly and in order.

Storage-The space where files and folders are kept on a computer or device.

Name (a folder)- To give a folder a clear title so you know what’s inside.

  1. Broadcast
    ➤ A command in Scratch that sends a message to trigger other scripts or scenes.
    🧠 Example: Broadcasting “NextScene” can make the story move to the next part.
  2. IF–THEN–ELSE
    ➤ A coding block used to make decisions based on conditions. It tells the computer what to do if something is true, and what to do if it’s false.
    🧠 Example: IF the player says “yes” THEN open the treasure, ELSE run away.
  3. Variable
    ➤ A container that stores information, like a score or player choice, that can change during the game.
    🧠 Example: A variable called “Bravery” can increase when the player makes bold choices.

File- A saved piece of digital work
Folder- A digital container that holds files
Subfolder- A folder inside another folder
File Name- The label you give your file
File Path- The step-by-step address of where a file is

Folder – A digital container used to keep related files together, like a virtual drawer.

File Name – The title you give to a document, picture, or other work saved on a computer so you can find it easily.

Organise – To arrange things in a neat, logical way so they are easy to find and use.

🎮 Level 

A level is a stage or part of a game. As the player moves to higher levels, the game usually gets more difficult.
🗣 “I reached Level 3, and now the background changed and the enemies move faster!” 

 

🎯 Condition 

A condition is a rule the game checks to decide what to do next. It often uses if… then.
🗣 “If my score is greater than 10, then the game switches to the next level.” 

 

📣 Broadcast 

To broadcast means to send a message in the game that tells sprites or scripts to start doing something.
🗣 “I used broadcast ‘game over’ to show the end screen when the player lost all their lives.”

🧮 Variable 

A variable is like a container that stores information in your game, such as the score, number of lives, or the level.
🗣 “I used a variable to keep track of how many coins the player collected.” 

 

📣 Broadcast 

To broadcast means to send a message from one sprite to another, or to the whole game, to make something happen.
🗣 “When the player wins, I broadcast a message to show the victory screen.” 

 

❓ Condition 

A condition is a rule that tells the game what to do if something happens. It often uses if… then… or if… then… else….
🗣 “If the player touches a spike, then they lose a life.”

  • Control Blocks
    Blocks in Scratch that manage how scripts run — like loops and decisions.
  • Loop
    A set of instructions that repeats over and over (e.g. “forever” or “repeat 10”).
  • Condition
    A rule or test that must be true for something to happen (used in “if” blocks).
  • If / Else
    A block that lets the sprite choose between two actions depending on whether a condition is true or false.
  • Sensing
    Blocks that help the sprite detect things like touching another object, a key press, or a colour.
  • Sprite — A character or object in Scratch that you can control with code blocks.
  • Event — Something that starts or triggers a set of instructions in a program.
  • Broadcast — A message sent to other sprites to trigger actions or responses.
  • Script — A group of code blocks snapped together to make the sprite perform actions.
  • Costume — Different appearances or looks that a sprite can switch between.
  • Sprite – A character or object in Scratch that can move, speak, and perform actions.
  • Costume – Different looks or poses for a sprite that can be changed during a project.
  • Timing – Controlling when things happen in a program using blocks like wait or say for ___ seconds.
  • Script – A set of blocks snapped together to create actions for a sprite.
  • Loop – A programming structure that repeats a set of instructions, like repeat or forever.
  1. Binary

A code made up of only two numbers: 1 and 0. Computers use this to understand information. 

 

  1. Bit

 Short for “binary digit.” It is a single 1 or 0 in the binary code. 

 

  1. Switch

 A tiny part inside a computer that can be turned ON (1) or OFF (0) to help the computer work.

  1. Debugging

What it means: Finding and fixing mistakes in your code.
🧠 “When my game didn’t work, I did some debugging to fix it!” 

 

  1. Bug

What it means: A problem or error in your code that causes it to behave strangely or not work.
🧠 “My robot spun in circles — I think there’s a bug!” 

 

  1. Logic

What it means: The step-by-step thinking or rules your code follows to work properly.
🧠 “If your logic is wrong, your code might not do what you expect.” 

Simulation 

What it means: A model or pretend version of something real that helps us test and learn.
🧠 “A fire drill is a simulation — it’s not a real fire, but it helps us practise what to do.” 

 

 Model 

What it means: A small or simple version of a real thing that shows how it works.
🧠 “We made a model of the solar system to see how the planets move.” 

 

Predict 

What it means: To guess what might happen in the future, based on clues or tests.
🧠 “We can use a simulation to predict how a robot will move in a maze.” 

  • Bug — A mistake or error in a computer program that causes it to work incorrectly.
  • Debugging — The process of finding and fixing errors or bugs in a program.
  • Logic — A clear and ordered way of thinking that helps coders write instructions that work correctly.
  • Algorithm – A set of exact, step-by-step instructions used to solve a problem or complete a task.
  • Instruction – A direction or order that tells you what to do.
  • Debugging – Finding and fixing mistakes or errors in instructions or code.
  • Sequence – The order in which steps or actions are carried out.

Pattern – A repeated design, action, or sequence that helps solve problems more efficiently.

Loop – A coding structure that repeats a set of instructions based on a condition or number of times.

Efficiency – Doing something in the best way possible, with the least waste of time or effort.

Repetition – Doing the same thing again and again, often used to spot patterns or simplify code.

Automation – When a process runs by itself after being set up, often using loops and patterns in coding.

  1. Algorithm

What it means: A set of clear, step-by-step instructions to solve a problem or do a task.
🧠 “An algorithm is like a recipe — it tells the computer what to do and in what order. 

 

  1. Loop

What it means: A command that repeats actions again and again.
🧠 “A loop helps you do something many times without writing it over and over.” 

 

  1. If–Then (Conditional)

What it means: A rule that tells the computer, “If this happens, then do that.”
🧠 “IF it’s raining, THEN take an umbrella.” Computers use this to make decisions too! 

1. Input 

What it means: The information or action that goes into a system.
Example: Pressing a button, clicking a mouse, or using a sensor.
🧠 “Input is how we tell the computer what we want it to do.” 

 

2. Processing 

What it means: The thinking or decision-making part of the system — it follows the rules or code.
Example: The computer checks if you pressed the jump key and then decides what to do.
🧠 “Processing is the brain of the system — it follows the code to figure out what happens next.” 

 

3. Output 

What it means: The result or action that comes out of the system.
Example: A sound plays, a robot moves, or a message appears.
🧠 “Output is what we see or hear after the system does its job.” 

  1. Sequence
    The specific order in which blocks run. Scratch reads blocks from top to bottom.
  2. Event Trigger
    A block like when green flag clicked or when I receive [message] that starts a section of code.
  3. Broadcast
    A message that one sprite sends to trigger an action in another sprite or script.
  4. Wait Block
    A block that pauses the code for a set amount of time before continuing.
  5. Say Block
    A block that makes a sprite display a speech bubble with text for a certain amount of time.
  • Broadcast
    A message sent by one sprite to tell other sprites to start an action.
  • Receive
    The event when a sprite gets a broadcast message and responds to it.
  • Sequential Dialogue
    A conversation where sprites speak one after another in order.
  • Wait Block
    A block that pauses the program for a set time to make the timing natural.
    1. Sprite
      A character or object in Scratch that you can program to move, talk, and interact.
    2. Say Block
      A coding block that makes a sprite show a speech bubble with text.
    3. Think Block
      A coding block that makes a sprite show a thought bubble, like thinking silently.
    4. Broadcast
      A message sent by one sprite to tell another sprite to start an action.
    5. Wait Block
      A coding block that pauses the program for a set number of seconds before continuing.
  • Say block-A command that makes the sprite talk in a speech bubble
  • Think block-A speech bubble for private or inner thoughts
  • Wait-Adds a pause before the next action
  • Repeat- Repeats a block a set number of times
  • Forever-Keeps running something over and over
  • Broadcast-Sends a message to trigger other code
  • Sequence-The order in which code runs
  • Title – The heading that shows what your slide is about
  • Layout – The way things are arranged
  • Visuals – Pictures, symbols, or colours used to tell your story
  • Slideshow – A set of slides shown in order
  • Slide – One digital page in a slideshow
  • Narrate – To tell the story using voice or text
  • Bug – A mistake or error in a program that causes it to not work properly.
  • Debug – To find and fix bugs or errors in a code or a set of instructions.
  • Algorithm – A clear list of steps or instructions to solve a problem.
  • Sequence – The specific order in which instructions are carried out in a program.
  • Loop – A set of instructions that repeats over and over until a condition is met.
  • Algorithm-A clear list of steps to solve a problem
  • Bug-A mistake in a program or set of instructions
  • Debugging-Finding and fixing a bug
  • Conditional-A rule that says what to do in a certain situation
  • Flowchart-A diagram showing the order of steps and decisions
  • Pattern-Something that repeats in a clear way
  • Flowchart – A diagram that shows the steps and choices in solving a problem or completing a task.
  • Step – An action the robot takes, like “move forward” or “pick up object”; shown in a rectangle.
  • Decision – A yes-or-no question the robot must answer to choose what to do next; shown in a diamond.
  • Arrow – A line that shows the direction or order of steps and decisions in the flowchart.
  • Algorithm – A list of rules or instructions a robot (or computer) follows to solve a problem.
  1. Conditional
    ➤ A rule that tells the computer what to do if something happens.
    Example: If it’s raining, then take an umbrella.
  1. Algorithm
    ➤ A step-by-step list of instructions to solve a problem.
    Example: A recipe is like an algorithm for cooking.
  2. Debug
    ➤ To find and fix mistakes (bugs) in your instructions or code.
  3. Command
    ➤ An instruction that tells the computer or robot to do something.
    Example: “Turn left” is a command.
  4. Execute
    ➤ When the computer follows and performs the instructions given.
  • Online – using the internet or being connected to it.
    Example: She plays games online with her friends.
  • Stranger – someone you don’t know.
    Example: Never talk to strangers online or in real life.
  • Password – a secret word or phrase used to log into a website or device.
    Example: Use a strong password so no one can guess it.
  • Pop-up – a small window that suddenly appears on your screen, usually an ad.
    Example: Close any strange pop-ups right away.
  • Scam – a trick to steal your information or money.
    Example: That message was a scam asking for money.
  • Safe – protected from harm or danger.
    Example: It’s important to stay safe online.
  • Kind – being nice and helpful to others.
    Example: Always write kind comments online.
  • Click – pressing a button on your mouse or screen.
    Example: Don’t click on anything that looks suspicious.
  • Information – facts or details about something.
    Example: Don’t share your personal information online.
  • Smart – making good choices or being clever.
    Example: Be smart when using the internet.

Never share your personal information—like your full name, address, phone number, or school—on the internet, especially with people you don’t know.

  • Reliable sources: Websites or people you can trust to give fair and true information (like BBC Kids, National Geographic, or government sites).
  • Fake news: Made-up or twisted stories that are not true.
  • Bias: When someone shows only one side of a story to make you agree with them.
  • Clickbait: A catchy headline or image meant to make you click, but the actual story is often fake or exaggerated.

Netiquette-The polite and respectful way to behave online.

Digital Footprint-The trail of everything you do online — posts, likes, messages.

Cyberbullying-Being mean to someone online, like in messages or comments.

Keyword-Search word to help find online info

Phishing-A trick message that tries to steal your info

Clickbait-A fake-looking headline to get clicks

Netiquette-Good manners online

Digital footprint-The trail of actions you leave online

Cyberbullying-Hurting others using messages, posts or images

Ethics-Knowing and doing what is right or fair

Password

🔐 A secret word or code that lets you open an account or device.
Example: You need a password to log in to your email.

 

 Private Information

🙊 Personal details about you that should not be shared online, like your real name, address, or phone number.
Example: Never post your private information on a game chat.

 

Link

🔗 A word or button you can click on that takes you to another website or page.
Example: Only click links from people or websites you trust.

Footprint
👣 A mark you leave behind when you walk — or post online.
Digital footprint means the trail of messages, comments, or photos you leave on the internet.
Example: My kind comment on the school blog is part of my digital footprint.

 

Sarcasm
😏 When someone says something they don’t really mean, often to tease or mock.
It can confuse or hurt people, especially online where tone can’t be heard.
Example: She said, “Nice job!” sarcastically when I made a mistake.

 

Reputation
🌟 What people think or say about you based on your actions and words.
Online actions can affect your reputation in real life.
Example: If you’re kind online, you build a good reputation.

.Subject line
📝 The short title of your email that tells the reader what it’s about.
Example: Subject: Request for extra maths worksheet

 

Attachment
📎 A file (like a photo or document) that you send along with an email.
Example: I sent my project as an attachment.

 

Polite
🙂 Speaking or writing in a kind and respectful way.
Example: It’s polite to say “please” and “thank you” in your email.

  • Sprite

🧍 A sprite is a character or object in your Scratch project.
It can move, talk, change costumes, and respond to clicks or key presses.

  • Block

🧩 A block is a puzzle piece of code.
You snap blocks together to tell your sprite what to do (like move, speak, or play a sound).

  • Broadcast

📣 Broadcast means sending a message in your code.
One sprite can “broadcast” a signal so that other sprites know when to start something.

  • Sprite – A character or object in your Scratch story
  • Backdrop – The visual background or scene
  • Sequence – The order in which events happen
  • Say Block – Makes a sprite speak in a speech bubble
  • Costume – A version of a sprite that shows different moods or actions
  • Event – A trigger like clicking or pressing a key that starts something
  • If–Then – A decision rule: “If this happens, then do this”
  • Broadcast – A message sent to other sprites
  • Branching – A choice that changes what happens next
  • Command–An instruction you give to a computer to do something.
  • Program– A set of commands written in order to make a computer do a task.
  • Debug–To find and fix mistakes (bugs) in your commands or program.
  • Command – A clear instruction given to a computer
  • Sequence – The order in which commands are followed
  • Program – A full set of instructions that a computer runs
  • If–Then – A rule that checks if something is true before doing an action
  • Condition – The “if” part of the rule
  • Branching – When your program chooses between different paths
  • Bug – A mistake or problem in your instructions
  • Debug – To find and fix a bug
  • Test – To try your program and see what happens
  • Proofread – To check your work for mistakes
  • Responsible Sharing – Sending things safely and respectfully
  • Digital Reputation – How you’re seen online based on what you share
  • File Name – The name you give your document
  • Folder – A digital container that holds files
  • File Type – What kind of document it is (.docx, .pdf etc)
  • Layout – The way content is arranged on the page
  • Heading – A bold title at the top of a section
  • Alignment – How text lines up on the page (left, centre, right)
  • Word Processor – A digital tool for typing and editing text
  • Formatting – Changing how your text looks
  • Cursor – The blinking line that shows where you’re typing
  • Project page – Where your Scratch project lives
  • Instructions – A guide for users
  • Remix – Change someone else’s idea in your own way
  • Design – The way something looks and feels
  • User – The person who uses your program
  • Experience – What the user sees, hears, feels
  • Broadcast – A message to trigger other sprites
  • Hide/Show – Makes sprites disappear or appear
  • Glide – Moves a sprite smoothly
  • Sound block – Makes noise or plays music
  • Looks block – Changes appearance
  • Event block – Starts an action
  • Interactive – Responds to you!
  • Broadcast – Sends a message in Scratch
  • Sprite – A character or object you can code
  • Pattern – A sequence that repeats
  • Condition – A rule that tells the loop when to stop
  • Iteration – One full run of the loop
  • Bug – A mistake in your instructions
  • Debug – To find and fix a bug
  • Test – Try your code and check if it works
  • Loop – A command that repeats
  • Repeat – To do something again
  • Efficient – Getting the job done with less effort
  • Sequence – The exact order of steps
  • Programmer – Someone who writes instructions
  • Robot – A machine (or person!) that follows commands
  • Symbol – A picture or character that stands for a command or idea
  • Instruction – A direction that tells a computer (or person) what to do
  • Decode – To figure out the meaning behind a symbol

Digital Identity – Who you seem to be based on your online activity
Reflect – Think deeply about your behaviour
Intentional – Doing something on purpose, with care

Block – Stop someone from contacting you
Report – Tell an app or website that something’s wrong
Trusted Adult – A grown-up who will help you and keep you safe

Cyber Respect – Kindness and care when using the internet
Reputation – What people think of you based on your actions
Tone – The feeling behind your words

Private Information – Details about your life that should stay secret
Public Information – Things okay for everyone to see
Oversharing – Giving out too much information

Digital Footprint – A record of everything you do online
Permanent – Lasting and hard to remove
Online Identity – The version of you people see through the internet

Scene – A short part of a story, like in a play or video, created with actions and speech
Script – The plan or code you write to tell your sprite what to do

Loop – A piece of code that runs the same steps again and again
Repeat – A Scratch block that makes your sprite do something more than once

Costume – A different look or outfit for a sprite. It can show movement, mood, or action.
Sound Block – A command that tells the sprite to play a sound (like a pop, clap, or voice).

Sequence – A set of steps that happen in order, one after the other.
Wait – A block that tells your sprite to pause before doing the next step.

Sprite – A character or object you can control in Scratch. It follows your code.
Block – A coding piece that tells your sprite what to do, like move or speak.

Pattern – Something that repeats in a predictable way.
Loop – A coding shortcut that repeats a pattern of steps without writing them over and over.

Symbol – A picture or shape that shows a meaning (like an arrow = move)
Grid – A pattern of squares where you can move up, down, left or right

Sequence – A set of steps that must be done in the right order.
Symbol – A picture or shape that stands for something (like arrows for directions).

Algorithm – A list of instructions that helps you or a computer complete a task.

Instruction – A direction or step that tells someone what to do.

Pledge – A promise you make to yourself or others.
Author – A person who creates a story. You are the author of your digital footprint!

Permanent – Something that stays for a long time or can’t be undone easily.
Screenshot – A picture taken of what’s on a screen. Even deleted things can be saved this way.

Private – Something personal or sensitive that should only be shared with people you trust.
Footprint – A mark you leave behind. A digital footprint is the trail you leave online.

Digital Footprint – A record of everything you do on the internet. It’s like online footprints that follow you around.
Private – Something only meant for you or someone you choose to share it with. Not public.

  • Sprite- A character or object that performs actions (e.g., a ball or paddle)
  • Backdrop- The background of the game or animation
  • Event- Something that starts an action (e.g., clicking the green flag)
  • Motion block- Blocks that move a sprite (like “move 10 steps”)
  • Broadcast
    A message sent between sprites or scripts to trigger an event.
  • Lives
    A variable that shows how many chances the player has left before the game ends.
  • Sound Effect
    Audio added to the game to make actions more exciting or realistic.
  • Game Over
    A signal that tells the game to stop because the player has lost.
  • Restart
    Resetting the game to its starting position and state when the green flag is clicked.
  1. Collision Detection
    Checking if two sprites (like the ball and paddle) touch.
  2. Bounce
    Changing the direction of the ball after it hits something.
  3. Variable
    A storage container for data, like score or lives.
  4. Score
    A number that increases based on how well the player is doing.
  5. Game Over
    A condition when the player loses or the game stops.
  • Coordinate
    A number that shows a sprite’s position on the x-axis (left/right) or y-axis (up/down) on the stage.
  • User Input
    Actions from the player (like pressing arrow keys or clicking the mouse) that control the game.
  • Conditional
    A type of code block (like “if” or “if else”) that makes the program decide what to do based on something happening.
  • Sprite
    A character or object in Scratch that performs actions (e.g., the paddle or ball).
  • Forever Loop
    A control block that makes the code inside it repeat endlessly while the game is running.
  • Binary – A number system that uses only two digits: 0 and 1.
    Example: Computers use binary to store and process information.
  • Bit – Short for binary digit; the smallest unit of data in computing. It can be a 0 or a 1.
    Example: The number 101 has 3 bits.
  • Byte – A group of 8 bits.
    Example: One letter (like “A”) is stored as 1 byte in binary.
  • Digital – Information that is stored or transmitted using binary (0s and 1s).
    Example: Digital devices like computers and smartphones use binary code.
  • Code – A system of rules used to convert information into another form, like binary.
    Example: Text and images are turned into binary code so a computer can understand them.
  1. Bug – A mistake or error in a set of instructions (code) that causes a program not to work correctly.
  2. Debugging – The process of finding and fixing bugs in a program or algorithm.
  3. Algorithm – A set of clear, step-by-step instructions to solve a problem or complete a task.
  4. Sequence – The correct order in which steps or instructions are written and followed.
  5. Instruction – A single command or step in an algorithm.
  • Algorithm – Clear list of steps to solve a problem
  • Precision – Being exact and specific
  • Instruction – A command telling someone what to do
  • Debug – Find and fix errors

Sprite-A character you control in Scratch

Sequence-The order blocks are placed in

Event-Something that starts the code (like a click)

Loop-A block that repeats an action

Debug-Finding and fixing a coding mistake

  • Variable – A name that stores information, like a number or a word, that can change.
  • Value – The actual information stored in a variable (like 10, “apple”, or True).
  • Assign – To give a value to a variable.
    Example: score = 5 assigns the value 5 to the variable called score.
  • Update – To change the value of a variable.
    Example: score = score + 1 increases the score.
  • Data – Information stored in a variable (like numbers, words, or true/false).
  • String – A type of data that’s made of letters or words.
    Example: “hello”
  • If – A word that starts a condition. It asks a question like: “Is this true?”
  • Then – What the computer should do if the condition is true.
  • Else – What the computer should do if the condition is not true (false).
  • Condition – A rule or question that must be checked (like “Is the score > 10?”).
  • True – When the condition is correct (it happens or is real).
  • False – When the condition is not correct (it doesn’t happen).
  • Decision – A choice the computer makes based on the condition.
  • Command – An instruction the computer follows when the condition is true or false.
  • Boolean – A special kind of value that is only true or false.
  • Control Structure – A part of code that controls what happens, like if–then–else.
  • Loop – A set of instructions that repeats again and again.
  • Repeat – To do something mo re than once.
  • Repeat Loop – A loop that repeats a certain number of times (e.g., “repeat 5 times”).
  • Forever Loop – A loop that never stops unless you tell it to.
  • While Loop – A loop that keeps going as long as something is true (e.g., “while the game is not over”).
  • Condition – A rule that tells the loop when to keep going or when to stop.
  • Cell – A single box (e.g. B3)
  • Row – A horizontal line of cells
  • Column – A vertical stack of cells
  • Spreadsheet – A digital grid to organise data
  • Text – Words or labels in a cell
  • Number – Numeric values used in calculations
  • Format – To style or organise data clearly
  • Heading – The title of a row or column
  • Bar chart – Bars show data size or amount
  • Pie chart – A circle divided into parts
  • Line graph – A line that shows data over time
  • Data – Facts or values collected and used

  • Internet – A network that connects computers all over the world.
  • Website – A place you can visit on the internet, like a page for games, videos, or information.
  • Username – The name you choose to log into a website or game.
  • Password – A secret code that only you know, used to keep your account safe.
  • Private Information – Details about you that you should not share online (like your full name, address, phone number, or school).
  • Stranger – Someone you don’t know in real life. Online strangers can pretend to be anyone.
  • Cyberbullying – Being mean to someone online by sending hurtful messages or posting bad things.
  • Identity Theft – When someone pretends to be you online by using your name, photo, or account.
  • Hacker – A person who breaks into computers or accounts without permission.
  • Phishing – A trick to get your personal information by pretending to be a safe website or person.
  • HTTP – Stands for Hypertext Transfer Protocol – how websites send and receive information.
  • HTTPS – A secure version of HTTP that helps protect your data online. Look for the “s” and the lock icon in the address bar.
  • Secure – Safe and protected.
  • Link – A piece of text or a button you click to go to a new page or website.
  • Digital Footprint – The trail you leave behind when you use the internet (websites you visit, things you post, etc.).
  • Backdrop – The background of the stage
  • Say block – Makes a sprite “speak” in a cartoon bubble
  • Glide – Moves the sprite smoothly
  • Costume – Different visual versions of a sprite
  • Sprite – A character or object that you control
  • Stage – The background where your story plays out
  • Script – A set of blocks snapped together to create an action
  • Event – A trigger that starts the action (like a green flag or spacebar)
  • Condition – A rule that decides what should happen
  • If… then – A type of decision in coding
  • Loop – A repeat instruction
  • Debug – To find and fix a mistake in an algorithm
  • Algorithm – A step-by-step instruction set
  • Sequence – Doing steps in the correct order
  • Task – Something you’re trying to achieve

Rename – Give a file a better, clearer name
Save As – Save a new version with a different name
Search – A tool to help find files on a device

Scratch — A drag and drop programming language made by the Lifelong Kindergarten Group at MIT

Scratch Cat — Scratch’s mascot and default sprite.

Sprite — An object in Scratch which performs functions controlled by scripts

Blocks: Programming commands that you snap together to create a program in Scratch.

Algorithm: detailed step-by-step instruction set or formula for solving a problem or completing a task.

Sequence- A particular order in which things follow each other.
Coding- Computer language.

Sequencing is the specific order in which instructions are performed in an algorithm.

An important skill that programmers need is to be able to communicate with others, especially when they are working out what the program should do. They also need to be persistent when finding and fixing bugs. Bugs happen all the time in programming, so being able to identify where the bug occurs and problem solving how to fix it is incredibly important.

Safety: Actions to prevent damage or harm.
Care: Gentle and responsible use.
Shut down: Properly turning off a computer.

Hardware: The physical parts of a computer.
Software: Instructions or code that run on a computer.
CPU: The brain of the computer.

Did you know?

A Quick Look at Early Computers

The first computers weren’t very fancy. One of the earliest examples was the abacus, invented in Babylon around 500 B.C. It was made of string and beads, and its main purpose was to count and keep track of money or goods.
Later, in the 1600s, two inventors created early calculators that used gears and wheels to perform simple mathematical tasks — an important step toward the computers we use today.

Processing: The computer’s thinking.
Storage: The computer’s memory.
Communication: Sending and receiving data between computers.

Let’s build a tiny game where:

  • One sprite moves using the arrow keys
  • Another sprite spins or plays music when clicked
  • You create your own goal (like catching something or changing colour)

🧠 Summary

  • You used blocks to move and animate sprites
  • You created your own animation or game
  • You practised sequencing, events, and debugging

Did you know

In Scratch, a “backdrop” refers to the background image displayed on the stage, essentially the scene or setting where your sprites (characters) interact; it’s like the scenery behind the actors in a play, and you can change it to set the mood or context of your project.

Did you know

The first version of Scratch was released in 2003? That means it’s over 20 years old!

Motion – Blocks that move your sprite
Looks – Blocks that change colours or size
Sound – Blocks that play music or effects
Extension – Extra features like music, pen, or video

Sprite – A character or object that follows your code
Stage – Where your project appears and plays
Block – A puzzle piece instruction
Script – A group of blocks joined together
Backdrop – The background on the Stage

Algorithm – A set of step-by-step instructions.
Sequence – The order in which instructions are followed.

ASCII – A code that turns letters into binary
Bit – One 0 or 1 in binary
Byte – A group of 8 bits (like in our bracelet)

Bot – A robot that follows instructions
Run – To follow the instructions in a program
Debug – To fix your program if something goes wrong

Communication: Sharing information between computers.
Network: Two or more computers linked together.
Wi-Fi: Wireless connection used to communicate.

CPU: The part of the computer that processes and thinks.
RAM: Short-term memory used while the computer is working.
Storage: Where files and information are saved.

Output Device: A tool that gives information back from the computer.
Monitor: A screen that displays information.
Printer: A machine that produces paper copies of work from the computer.

Input Device: Any tool that gives information to a computer.
Scanner: A device that copies paper documents into the computer.
Touchscreen: A screen you can control by touching it directly.

CPU: The main chip that makes decisions.
Input: Giving information to the computer.
Output: Getting results from the computer.
Storage: Saving files and data.
Communication: Sharing data between computers.

Device: A tool or machine made for a particular purpose.
Input: Information put into the computer.
Output: The result given by the computer.
Storage: A place where information is saved.
Software: Instructions that tell a computer what to do.

Input Device: Sends information to the computer.
Output Device: Receives information from the computer.
Cursor: The pointer moved by the mouse.

Remember

The opposite (inverse) of division is multiplication.
Example: 6 × 5 = 30 so we know that 30 ÷ 5 = 6.

When we estimate, we make a good guess based on what we know.

To estimate an answer, we round numbers off to make them easier to work with. For example, 598 ÷ 3 is not easy to calculate. If we round up 598 to 600, the calculation is much easier.

We know that 6 ÷ 3 = 2. So 600 ÷ 3 = 200.

We know that the answer to 598 ÷ 3 will be close to 20

frequency: the number of times an event occurs

tally: a mark used to keep count of the number of times something happens

Ubuwazi? (Did you know?)

‘Itafula’ is an isiZulu word borrowed from an Afrikaans word ‘tafel’.

Khumbula!(Remember!)

Any noun that starts with ‘i’ their subject concord is zi ie. Uweta iyashesha.

essential: important

yield: the amount of crop produced

dominant: important or controlling

deficiency: a lack of something