Sunday, March 25, 2018

Scratch


Link to my Scratch Project:



Resnick et. al., (2009) write that there are three core design principles for Scratch that make it substantially different from programming programs from the past.  These design principles include that Scratch is social, tinkerable and more meaningful.  In this blog I hope to address the ways that these design principles played out in the making of my Scratch Project.

Mitchel Resnick et. al., (2009) have called Scratch “the YouTube of  interactive media”. (pg. 60) This idea of having an audience for the things that we “make” has always interested me and I think it is an important aspect to motivate children.  When I taught kindergarten I used to have students write in their journals daily, sometimes they wrote in structured small groups, sometimes independently and also one-on-one in conferences. After two years, the literacy coach wanted to know exactly how I was teaching writing, as my students were consistently more advanced in writing than the other kindergarteners.  After carefully examining my writing practices, she determined that there were two big differences from my room to the others.  The first was that my students wrote more frequently. Secondly, and significantly here, my students understood that they were going to share their writing pieces.  We shared our writing daily, and in a more formal writing celebration once a month.  My students always knew that they were writing for an audience and that it was something we would discuss socially as a class.  The coach and I both thought this “social/sharing” aspect of writing was very important in inspiring my students to take great pride in their final products and invest more time into the process of writing. In thinking about different programing environments, the fact that Scratch is “social” and can be shared with an online community could mean that the Scratch programmers work harder to make sure that their products are worthy of this community.

This was the case for my Scratch project entitled,  “Fortunes, Where are you?”  My project is about a girl trying to catch her horse, so that they can go for a ride.  But the horse decides to run from the owner, until finally the girl tires of the chase and sits down and the horse comes right to her.  If I had been making this project knowing that no one would see it, I think I may have been satisfied with my first or second version of the movie.  I decided to include two sprites in my production; this meant that the timing between the two scripts had to be tinkered with again and again so that their interactions would line up.  This took great amounts of time and lots of trial and error in my novice standing.  Would I have persisted if I had thought that it was just for my own practice?  I think not.  The sharing/social aspect pushed me to tinker and adapt in greater and greater detail to ensure that the final product was not a disaster. I had to tinker quite a bit with getting the sprites to return to their original positions each time the production began.  This was hard for me to figure out on my own and ultimately I looked to social media to figure it out.  The tinkering and social aspects seemed to be connected and intertwined a bit for me.

This was my first experience programming.  In the past, I have been a consumer of digital information, not a producer.  Resnick et. al, (2009) suggest that, “as we see it, digital fluency requires not just the ability to chat, browse, and interact but also the ability to design, create and invent with new media.” (pg. 62) So, obviously it is time for me to cross-deeper into the realm of digital fluency.  When I began with this Scratch project, I felt like a fish out of water. I began by watching numerous YouTube videos.  I made some very simple projects with the cat, Scratchy, within heavily supported tutorials. I was proud that I had persisted and created a Scratchy project, but Scratchy wasn’t personally meaningful to me.  After I messed around a bit, I decided that I wanted to make a project that was more meaningful to me.  One of the core design principles for Scratch is that they wanted to make it meaningful because the creators understand, “people learn best, and enjoy most, when working on personally meaningful projects.” (Resnick, et. al., pg. 84)  This seemed to be the case with me. I am into equestrian pursuits; therefore making a project about a horse was meaningful to me. I was thinking about how sometimes it’s easy to catch my daughter’s horse (Fortunes) but other days she runs from us, and makes us chase her a bit.  This was the inspiration for my project.

I found this really fun.  I continued to tinker with it over the course of a couple days.  I’d sleep on it and get up the next day, watch it again, fix something, and tinker some more.  Finally, when I was happy with the product I hit the share button!  In Resnick et. al., (2009) they write that Seymour Papert argued that programming language should have a “low floor” (easy to get started) and a “high ceiling” (opportunities to create increasing complex projects over time).  In addition, languages need “wide walls” (support for many different types of projects so people with many different interests and learning styles can all become engaged). (pg. 63) My experience with Scratch demonstrates that the designers of Scratch were successful with creating low floors, wide walls, and high ceilings. 


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