Learning Goals 3 min
By the end of this lesson you will be able to:
- Name all eight clusters of Level 2 (A multi-sprite, B conditionals, C sensing, D broadcasts, E animation, F variables, G catch game, H build & polish) and the single highest-leverage idea from each.
- Define at least 15 vocabulary terms from across Level 2 in your own words — a "vocab card" you can defend out loud.
- Plan and (if time) build a cert-style mini-challenge that touches ideas from at least four of the eight clusters.
Warm-Up — quick-fire, no notes 7 min
Closing lesson. No new blocks. The first job is to find out what your brain has actually held onto across 47 lessons. Close your notebook. Don't open Scratch. Just answer.
Quick-fire puzzle, six questions
- Which block shape only fits in the diamond slot of an if <> then?
- What's the difference between when flag clicked and when I receive [start-game v]?
- If two sprites both have when I receive [bang v], how many of them react when one sprite broadcasts
bang? - You want a sprite to walk — left foot, right foot, left foot. Which two blocks are the heart of the loop?
- You set [score v] in one sprite. Can another sprite read it? Under what setting?
- The Stage is 480 by 360 pixels. Where is x: 0, y: 0?
Reveal (your answers will vary — these are the nudges)
- A hexagonal boolean reporter — like touching [edge v]?, key [space v] pressed?, or () = (). Round reporters refuse to snap in.
- The flag fires once per "press the green flag" event. when I receive fires every time any sprite broadcasts the matching message. Broadcasts let sprites talk to each other; the flag is one-shot.
- Both react, in parallel. A broadcast is heard by every when I receive hat anywhere in the project that's listening for that name. That's the whole point.
- next costume + wait (0.1) seconds inside a forever. The walk lesson (L02-27).
- Yes — if the variable was made For all sprites. If made For this sprite only, only the owning sprite can use it. L02-34 taught the distinction.
- The exact centre. Edges are at x: ±240 and y: ±180.
If you got 4+ without peeking — your foundation is solid. 2–3 — flip back to those clusters this week. 0–1 — that's fine too; today's whole purpose is to rebuild the map.
New Concept — the eight clusters of Level 2 15 min
Forty-eight lessons. Eight clusters. Hundreds of blocks. But honestly — most of Level 2 is one idea per cluster. Memorise the eight one-idea summaries and you've got the map.
Cluster A — Multiple Sprites (L02-01 to L02-05)
Highest-leverage idea: each sprite has its own scripts. The Script Area shows whichever sprite is selected. Click a different sprite, see different scripts. A project with 3 sprites is really 3 mini-programs running in parallel.
Cluster B — Conditionals (L02-06 to L02-11)
Highest-leverage idea: the if <> then C-block runs its body only sometimes — only when the hexagonal question in its diamond reports true. if <> then else adds a "no" path. Inside a forever, this is how every game makes decisions.
Cluster C — Sensing (L02-12 to L02-19)
Highest-leverage idea: the Sensing palette lets sprites look at the world. touching [other v]?, touching [edge v]?, mouse down?, key [space v] pressed?, distance to [Sprite1 v]. Sensing answers questions; if-then acts on the answer.
Cluster D — Broadcasts (L02-20 to L02-24)
Highest-leverage idea: sprites talk to each other with broadcast [msg v] and when I receive [msg v]. A broadcast is a message shouted to the whole project; any sprite listening for that name reacts. broadcast [msg v] and wait pauses until every listener finishes.
Cluster E — Costumes & Animation (L02-25 to L02-30)
Highest-leverage idea: animation is next costume inside a loop. Add a wait to control the speed. Graphic effects (change [color v] effect by (25), change [ghost v] effect by (10)) add polish on top of motion.
Cluster F — Variables & Operators (L02-31 to L02-37)
Highest-leverage idea: variables remember numbers between events. You can have several (score, lives, level) in one project. Operators (() + (), () = (), () > (), pick random (1) to (10)) let you do maths and ask numerical questions.
Cluster G — Catch-Game Build (L02-38 to L02-44)
Highest-leverage idea: a real game is the assembly of everything above — sprites + sensing + conditionals + broadcasts + variables — into one project. The seven-lesson catch-game build (kuih, durian, score, lives, game-over screen) is the "I can ship something" milestone.
Cluster H — Build, Reflect, Recap (L02-45 to L02-48)
Highest-leverage idea: finishing is a skill. Plan on paper, debug with the watcher, share on scratch.mit.edu, recap on the last day. Polish is the difference between "a thing I built" and "a thing I can show".
The eight clusters in one stack
Here's a tiny demo that touches all eight ideas in twelve blocks:
when flag clicked
set [score v] to (0)
broadcast [start-game v]
when I receive [start-game v]
forever
next costume
if <touching [Kuih v] ?> then
change [score v] by (1)
say (score) for (1) seconds
end
wait (0.1) seconds
end
What you can build now that you couldn't before Level 2
- Interactive games — catch, dodge, chase — with score, lives, and a game-over screen.
- Multi-sprite stories with characters that wait for each other (broadcast & wait).
- Animated walkers with proper costume cycles instead of one fixed image.
- Projects that react to the mouse and keyboard in real time.
- Shared projects with public URLs that your teacher and friends can play.
Worked Example — cert-style mini-challenge: "Daniel's Pasar Game" 15 min
Below is a Level 2 cert-style challenge. It deliberately touches at least four clusters. Read it once, then plan it on paper, then build (if you have time).
The brief
"Daniel's Pasar Game." Daniel walks through a morning pasar in KL. There are three stalls (kuih, teh tarik, satay). Each stall is a separate sprite. When Daniel touches a stall, he scores 1 point and the stall says its greeting ("Selamat pagi!", "Teh tarik panas!", "Satay 10 cucuk satu!"). After Daniel has scored 3 points, the backdrop changes and the cat says "Pasar sudah penuh — pulang!".
Which clusters this touches
- Cluster A — four sprites (Daniel + 3 stalls).
- Cluster B — if-then for "touching stall? then score and greet". Another if-then for "score = 3? then end".
- Cluster C — touching [Kuih v]?, touching [Teh v]?, touching [Satay v]?, plus key sensing for arrow movement.
- Cluster D — broadcast
game-overwhen score hits 3; stalls listen and hide. - Cluster F — score variable, shared across sprites.
- Cluster H — plan it on paper first, debug with watcher, share on scratch.mit.edu when done.
That's six clusters in one project. Well above the four-cluster minimum.
The sprite-list table
| Sprite | What it does | Key blocks |
|---|---|---|
| Daniel | Moves left/right with arrow keys. Resets score on flag. | when flag clicked, set score, key pressed, change x |
| Kuih stall | Greets "Selamat pagi!", adds 1 to score when Daniel touches. | when flag clicked + forever + if touching Daniel |
| Teh tarik stall | Same pattern, different greeting. | (as above) |
| Satay stall | Same pattern, different greeting. | (as above) |
| Cat (referee) | Listens for game-over. Switches backdrop, says closing line. | when I receive, switch backdrop, say |
Daniel's movement script
when flag clicked
set [score v] to (0)
go to x: (-180) y: (-100)
forever
if <key [right arrow v] pressed?> then
change x by (5)
end
if <key [left arrow v] pressed?> then
change x by (-5)
end
end
The kuih stall's script (the other two stalls are the same pattern)
when flag clicked
forever
if <touching [Daniel v] ?> then
say [Selamat pagi!] for (1) seconds
change [score v] by (1)
wait until <not <touching [Daniel v] ?>>
end
end
when I receive [game-over v]
hide
The cat (referee)'s script
when flag clicked
switch backdrop to [pasar v]
forever
if <(score) = (3)> then
broadcast [game-over v]
stop [this script v]
end
end
when I receive [game-over v]
switch backdrop to [closed v]
say [Pasar sudah penuh — pulang!] for (3) seconds
What you just designed: a six-cluster project from a one-sentence brief. This is exactly what the Level 2 assessment will ask for. If you can plan and build this in a 60-minute lesson, you're ready.
Try It Yourself — fill in your own Credentials Card 12 min
Take out a fresh page in your notebook. Title it "My Scratch L2 Credentials". The three tasks below are three tiers of difficulty — pick one (or do all three).
Goal: Write a numbered list of five things you built in Level 2. Don't list every homework — pick the five you're proudest of. Beside each one, write a single sentence on what was hardest about it.
when flag clicked
say [I built: 1. Cat bouncer. 2. Catch-the-kuih. 3. Two-sprite chase.] for (3) seconds
say [4. Hari Raya story. 5. Pasar broadcaster.] for (3) seconds
Think: The list is for future-you. Six months from now you'll have forgotten the names of these projects. The card is a memory aid.
Goal: Pick one cluster (A through H). Write a paragraph (4–6 sentences) explaining what that cluster is about, in your own words, as if you were teaching it to a Level 1 student. Use at least two block names from the cluster.
when flag clicked
say [Cluster D — Broadcasts. Sprites can shout messages.] for (3) seconds
say [The shouter uses broadcast. The listeners use when I receive.] for (3) seconds
Think: Explaining is the test of understanding. If you can teach Cluster D to a Level 1 student in your own words, you own it. If you can't, that's your re-skim cluster.
Goal: Demo one project from each cluster. Open your My Stuff page on scratch.mit.edu (or your local .sb3 folder). Find — or build — one project that demonstrates each cluster. List the eight project URLs (or filenames) in your card, one per cluster. Where a cluster doesn't have a project yet, write a one-sentence plan for the project you'd build to fill the gap.
when flag clicked
broadcast [demo-A v]
when I receive [demo-A v]
say [Cluster A demo: my three-sprite scene.] for (2) seconds
broadcast [demo-B v]
Think: The card is now a portfolio. Eight links. Eight things you built. Send the page to a teacher or a parent. This is what 48 lessons of Scratch produced.
Mini-Challenge — your own four-cluster project 8 min
"One project, four clusters, your idea"
Plan (and, if there's time, build) a Scratch project of your own design that touches at least four of the eight Level 2 clusters. Use the L02-45 paper-planning workflow.
Your plan must include:
- A project sentence at the top — one line, what the project does.
- A sprite-list table with at least 2 sprites.
- A cluster-checklist — tick the 4+ clusters your project touches.
- One script-sketch for the main sprite (at least 6 blocks).
- The Instructions and Notes & Credits draft, the L02-47 way.
Seed ideas (don't have to use these):
- Teh Tarik Tossing Challenge: press space at the right moment as the milk arcs from cup to cup. Score goes up for perfect pours, lives go down for spills.
- Kuching Cat Cafe: three cat sprites; clicking one feeds it; broadcasts switch the backdrop from "hungry" to "happy"; score = total cats fed.
- KLCC Lift Race: two sprites race up the screen using arrow keys; sensing decides who reaches the top first; the winner broadcasts a "champion" message.
- Hari Raya Open House Quiz: a sprite asks "which kuih is this?" + shows costumes; player presses 1/2/3; score variable tracks correct answers; broadcasts end the round.
It works if:
- Your cluster-checklist has 4+ ticks.
- Your script-sketch maps onto real Scratch 3 blocks line for line.
- You can defend, in one sentence per cluster, why you needed each one.
- (Bonus, if you built it) it runs without crashing and you'd be happy to share the URL.
Reveal a worked "Kuching Cat Cafe" plan
Project sentence: Three hungry cats in a cafe — click one to feed it; when all three are fed, the backdrop becomes "Happy Cafe" and the player wins.
| Sprite | What it does | Cluster touched |
|---|---|---|
| Cat 1 (Aisyah) | Starts hungry costume. Click → becomes happy costume, broadcast cat-fed, change score by 1. | A, B, D, F |
| Cat 2 (Daniel) | Same pattern, different costume. | A, B, D, F |
| Cat 3 (Priya) | Same pattern, different costume. | A, B, D, F |
| Referee | Listens for cat-fed; if score reaches 3, switch backdrop and say "All cats happy!". | B, D, F |
Cluster checklist: A (4 sprites) ✓ · B (if score = 3) ✓ · C (when sprite clicked counts as input sensing) ✓ · D (broadcast cat-fed) ✓ · F (score variable) ✓. Five clusters — one above the minimum.
Cat 1's script-sketch:
when flag clicked
switch costume to [hungry v]
when this sprite clicked
switch costume to [happy v]
change [score v] by (1)
broadcast [cat-fed v]
Referee's script-sketch:
when flag clicked
set [score v] to (0)
switch backdrop to [cafe v]
when I receive [cat-fed v]
if <(score) = (3)> then
switch backdrop to [happy-cafe v]
say [All cats happy!] for (3) seconds
end
Instructions: "Click each cat to feed it. Feed all three to win. No keyboard needed."
Notes & Credits: "Made for Advaslearning Hub L2-48 recap. Cats are Scratch library sprites. Backdrop drawn in the paint editor."
One page, eight minutes. Ready to build, ready to share.
Recap 3 min
Forty-eight lessons. Eight clusters. From "two sprites in one project" (Cluster A) to "share it with the world on scratch.mit.edu" (Cluster H). The shapes of the blocks — the diamond for hexagonal booleans, the C for forevers and if-thens, the round slots for numbers and text — haven't changed since Level 1, but you now know what to drop into each one. You can build games, animate sprites, make them talk to each other with broadcasts, count scores and lives with variables, and ship the finished project as a public URL. Level 3 will add lists, custom blocks, and cloning — but every Level 3 lesson sits on the eight clusters you finished today. Keep your Credentials Card. Be proud of the projects. Onwards.
- Sprite
- A character on the Stage with its own scripts, costumes, and sounds. Level 2 normalised "many sprites at once" as the default.
- Stage
- The 480 × 360 area where projects play. Centre is (0, 0); edges at ±240 and ±180. Has its own scripts too (backdrops, global broadcasts).
- Backdrop
- The picture behind every sprite. Switch backdrops to mark scene changes (L02-25).
- Costume
- One of the pictures a sprite can show. Cycling costumes inside a loop with wait is the heart of Scratch animation.
- Conditional
- A block that runs other blocks only when a hexagonal question is true. if <> then and if <> then else are Scratch's conditionals.
- Boolean reporter
- A hexagonal block that reports true or false. touching [edge v]?, key [space v] pressed?, () = () are all booleans.
- Sensing
- The light-blue palette that lets sprites observe the world: touching, mouse position, key presses, distance to other sprites.
- Broadcast
- A message any sprite can shout (broadcast [msg v]) and any sprite can listen for (when I receive [msg v]). The main way sprites coordinate.
- Broadcast and wait
- Like broadcast, but the sender pauses until every listener's script finishes. Useful for "play the cutscene then continue".
- Variable
- A named box that remembers a number (or text). Made For all sprites (visible to every sprite) or For this sprite only (private). Score and lives are the classic Level 2 examples.
- Operator
- A green palette block that does maths or compares values: () + (), () > (), pick random (1) to (10).
- Forever loop
- The C-block that runs its body endlessly. Almost every Level 2 game has one as its main loop.
- Watcher
- The little box on the Stage that shows a variable's live value. Toggled with the checkbox in the Variables palette. Debugging gold.
- Remix
- A copy of someone else's shared project, saved to your account, with original credit preserved. Core to how Scratch teaches.
- Project URL
- The unique link your shared project gets on scratch.mit.edu.
scratch.mit.edu/projects/123456789/. Send it; people play in their browser. - See inside
- The button on any shared project that opens the editor with all blocks visible. Every Scratch project is readable by everyone, by design.
Homework 2 min
This week's homework is prep for the Level 2 Assessment. No new build. Just close the gaps you already know exist.
- Finish your Credentials Card from today's Practice section. All three tiers, in your handwriting, on one page. Photo it.
- Re-skim your two weakest clusters. Pick them honestly from the quick-fire warmup. For each, read the cluster's lesson titles in the table of contents and click into any lesson that still feels fuzzy.
- Pick the one project from your My Stuff (or
.sb3folder) that you'd put on a fridge. Make sure it's shared on scratch.mit.edu (L02-47 way). The URL is your "best work" badge. - Write a one-page "letter to my pre-Level-2 self". What would you tell yourself, knowing what you know now? Which lesson surprised you? Which block was a game-changer?
Final reflection on paper:
- Of the 48 lessons, which was your favourite? Why? ____
- Which was hardest? ____
- Which cluster do you feel strongest in? Which weakest? ____
- If a friend was about to start Level 2, what would you tell them? ____
Bring to the assessment:
- Your completed Credentials Card (photo or paper).
- The URL of your "best work" project.
- Your "letter to pre-Level-2 self".
- Your four reflection answers.
- A laptop with Scratch loaded (or scratch.mit.edu logged in).
Heads up for what's next: SCR-L02 Assessment is a 90-minute build-from-scratch task that touches at least four clusters — much like today's Mini-Challenge. After that, Level 3 opens with lists, custom blocks (My Blocks), cloning, and pen drawing. The eight clusters you finished today still hold on every Level 3 lesson. You're ready. Congratulations on finishing Level 2.