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Scratch: A Sneak Preview

John Maloney Leo Burd Yasmin Kafai


MIT Media Laboratory MIT Media Laboratory UCLA
jmaloney@media.mit.edu leoburd@media.mit.edu kafai@gseis.ucla.edus

Natalie Rusk Brian Silverman Mitchel Resnick


MIT Media Laboratory MIT Media Laboratory MIT Media Laboratory
nrusk@media.mit.edu bss@media.mit.edu mres@media.mit.edu

Abstract information technologies as “the ability to reformulate


knowledge, to express oneself creatively and
Scratch is a networked, media-rich programming appropriately, and to produce and generate information
environment designed to enhance the development of (rather than simply to comprehend it).” Fluency,
technological fluency at after-school centers in according to the report, “goes beyond traditional
economically-disadvantaged communities. Just as the notions of computer literacy…[It] requires a deeper,
LEGO MindStorms robotics kit added more essential understanding and mastery of
programmability to an activity deeply rooted in youth information technology for information processing,
culture (building with LEGO bricks), Scratch adds communication, and problem solving than does
programmability to the media-rich and network-based computer literacy as traditionally defined.”
activities that are most popular among youth at after- In the past, most initiatives to improve
school computer centers. Taking advantage of the technological fluency have focused on school
extraordinary processing power of current computers, classrooms. But there is a growing recognition that
Scratch supports new programming paradigms and after-school centers and other informal learning settings
activities that were previously infeasible, making it can play an important role, especially in economically-
better positioned to succeed than previous attempts to disadvantaged communities, where schools typically
introduce programming to youth. have few technological resources and many young
Our working hypothesis is that, as kids work on people are alienated from the formal education system.
personally meaningful Scratch projects such as During the past decade, more than 2000 community
animated stories, games, and interactive art, they will technology centers (CTCs) opened in the United
develop technological fluency, mathematical and States, specifically to provide better access to
problem solving skills, and a justifiable self- technology in economically-disadvantaged
confidence that will serve them well in the wider communities. But most CTCs support only the most
spheres of their lives. basic computer activities such as word processing,
email, and Web browsing, so participants do not gain
the type of fluency described in the NRC report.
1. Introduction Similarly, many after-school centers (which, unlike
CTCs, focus exclusively on youth) have begun to
A flurry of recent U.S. policy reports ([NRC, introduce computers, but they too tend to offer only
1999]; [ITEA, 2000]; and [NAE, 2002]) have drawn introductory computer activities, sometimes
attention to a critical societal problem: even as new augmented by educational games.
technologies proliferate and play increasingly A small subset of after-school centers and CTCs,
important roles in all aspects of society, most people such as those in the Computer Clubhouse network
are “poorly equipped to recognize, let alone ponder or [Resnick, Rusk, & Cooke, 1998], explicitly focus on
address, the challenges technology poses or the the development of technological fluency, moving
problems it could solve” [NAE, 2002]. beyond basic computer skills and helping youth learn
To address this problem, these reports call for new to design, create, and invent with new technologies.
initiatives to help people become more fluent with Walk into any Computer Clubhouse and you are likely
technologies. The NRC report defines “fluency” with to see youth creating and manipulating graphics,
animations, videos, and music. The professional
image-processing tool Photoshop is particularly particular, we are focusing on the Computer Clubhouse
popular. Indeed, a “Photoshop culture” has emerged at (www.computerclubhouse.org). We will test Scratch
many Clubhouses, with youth proudly displaying their with—and solicit feedback from—youth, mentors, and
Photoshop creations on bulletin boards (both physical coordinators at Computer Clubhouse sites in Boston,
and online), sharing Photoshop techniques and ideas Los Angeles, and Dublin.
with one another, and helping Clubhouse newcomers The MIT Media Laboratory co-founded the first
get started with the software. Computer Clubhouse in 1993 in collaboration with
The rise of the Photoshop culture indicates that The Computer Museum (which is now part of the
after-school computer centers such as the Computer Boston Museum of Science). Since then, the
Clubhouse can make a positive difference. But there is Computer Clubhouse Network, with major financial
a further step on the path towards true computer support from Intel, has grown to more than 85 sites,
fluency that is seldom achieved, even at after-school including over 50 Clubhouses in the United States and
computer centers that focus on technological fluency: international Clubhouses in India, China, Taiwan,
youth rarely become engaged in computer Philippines, Australia, Mexico, Costa Rica, Panama,
programming. There is no “programming culture” Colombia, Brazil, Ireland, Denmark, Netherlands,
analogous to the Photoshop culture. This is Germany, Israel, and South Africa. The Computer
unfortunate, because skills associated with Clubhouse Network serves more than 20,000 youth
programming can play a central role in fluency. “The members around the world. In 1997, the Clubhouse
algorithmic thinking inherent in programming,” writes received the prestigious Peter Drucker Award for
the NRC, “is essential to comprehending how and why Nonprofit Innovation.
information technology systems work as they do.” Youth at Computer Clubhouses work on design
[NRC, 1999]. In addition, the NRC report argues that projects based on their own interests and the needs of
“the continual use of abstract thinking in programming their communities. Adult staff and volunteer mentors
can guide and discipline one’s approach to problems in provide technical, intellectual, and emotional support
a way that has value well beyond the information for the youth. Clubhouse youth use leading-edge
technology-programming setting. In essence, software to create artwork, animations, and musical
programming becomes a laboratory for discussing and compositions. In addition to the Photoshop culture
developing valuable life skills, as well as one element mentioned earlier, many Clubhouses have also
of the foundation for learning about other subjects.” developed a thriving music-production culture.
Many others (e.g., [Papert, 1980]; [Kay, 1991]; and However, to date only a handful of Clubhouse youth
[diSessa, 2000]) have made similar arguments. have become deeply engaged in computer
Unfortunately, previous initiatives to introduce programming. We hope that Scratch will change that.
programming to youth have often failed. Computer
programming has been introduced using programming
languages that are difficult to use, with proposed
activities that do not connect with young people’s
interests and in contexts where no one has enough
expertise to provide guidance. As a result, many
people now view computer programming as a difficult
technical activity, appropriate only for a small segment
of the population. But that need not be the case. The
extraordinary increase in computational power over the
past two decades makes possible a new generation of
programming tools and activities that can help
overcome the shortcomings of previous initiatives,
making computer programming more accessible to
everyone.

2. The Computer Clubhouse network


Scratch is being designed with a particular group in Figure 1: Youth at a Computer Clubhouse
mind: youth ages 10-18 from economically-
disadvantaged and culturally diverse communities. In
Figure 2: Using the current version of Scratch to build a two-player car racing game.
The left pane is the content area containing Scratch objects (cars, road), a button, and
the sensor display. The top-right pane is the palette of command blocks. The bottom-
right pane is the scripting area for the selected object (“green car”) containing three
scripts. The variable “speed” is set from a sensor input connected to a variable
resistor. Two other sensor inputs (connected to buttons) make the dark green car turn
left and right.

• activities supported by the tool fit into the social


3. Scratch design and features dynamic of the Clubhouse; becoming proficient
with that tool becomes “cool”
3.1 Scratch design • youth can get started with the tool quickly
• youth can learn additional features incrementally
The design and development of Scratch is being • youth use the tool in more complex ways over
guided by the needs and constraints of Computer time; they can grow into it over several years
Clubhouses. From years of experience in Clubhouses,
we have found that new software tools succeed at 3.2 Core features
Clubhouses if:
• youth see the value and potential of the tool right With these design criteria in mind, we are designing
away; it resonates with their interests and passions Scratch with the following set of core features. These
• youth can create end-products that they can show features were chosen specifically to address problems
off to others that derailed many earlier efforts to introduce
• the tool supports a wide range of different types of programming to youth.
activities that appeal to youth of different ages, Building-block programming. Scratch is based on a
genders, backgrounds, and cultures building-block metaphor, in which learners build
scripts by snapping together graphical blocks much
like pieces in a jigsaw puzzle. Commands and data
types are represented by blocks of different shapes, [Begel, 1996], we discovered that the building-block
with pieces fitting together in only syntactically-correct programming approach makes it easy to handle
ways. This approach eliminates syntax errors (which multiple languages and character sets. Like Etoys,
have proven to be a major obstacle for learning text- Scratch will allow the user to switch between
based programming languages), allowing youth to languages dynamically, fostering cross-cultural
focus on the problems they want to solve, not the collaboration both within a single Clubhouse and
mechanics of programming. The Scratch user drags between youth in countries halfway around the globe.
command blocks from a palette to create “stacks”
(procedures) that govern behaviors of their objects. 3.3 Implementation
Multiprocessing is smoothly integrated into Scratch:
different stacks of blocks can execute in parallel. Scratch is written in Squeak, an open-source
implementation of the Smalltalk-80 language
Programmable manipulation of rich media. Initial (www.squeak.org). Squeak is extremely portable, with
activities in traditional programming environments existing implementations for desktop platforms
typically involve manipulation of numbers, strings, or (Windows, Macintosh, Linux/Unix, Acorn, BeOS),
simple graphics. In contrast, Scratch programs handhelds (Windows CE, Zaurus OS, Compaq “Itsy”),
manipulate images, animations, movies, and sound. and game consoles (Sony Playstation). Squeak has
By giving Clubhouse youth control over rich media, even been ported to hardware without any underlying
Scratch supports programming activities that resonate operating system at all. This extreme portability will
more strongly with youth interests. For example, allow Scratch applications to be deployed on devices
Scratch will include image filters similar to the ones in with a wide range of form factors, from desktops to
Photoshop, but under program control so youth can pen-based tablet computers to handhelds.
create projects in which the parameters of a filter vary Sharing and exchanging of Scratch projects and
over time or in response to sensor inputs. their components will be supported through a
Deep shareability. Computer Clubhouses have an combination of standard web servers (with content
important social component. Youth are constantly viewed in a web browser) and a custom “Scratch
looking at one another’s projects, trading ideas, Object Library” server. The latter will allow Scratch
sharing techniques. To fit into this context, the object components from personal, Clubhouse, and Clubhouse
architecture of Scratch supports what we call “deep network-wide libraries to be queried, explored, and
shareability.” Youth will be able to export objects at downloaded without leaving the Scratch environment.
all levels, from individual animated characters to full Scratch source code will be made freely available
projects, and exchange them with friends running via periodic code releases to allow collaborators to
Scratch on many types of devices—desktops, laptops, augment the core system with their own custom
tablets, handhelds, and perhaps even mobile phones or features and extensions.
embedded devices.
4. Three scenarios
Integration with the physical world. Building on
our previous research on LEGO/Logo and In this section, we present three short scenarios of
programmable bricks (e.g., [Resnick, 1993]; [Resnick, how youth might use Scratch at Computer
Berg, Eisenberg, 2000]), inputs from physical sensors Clubhouses.
(such as switches, sliders, distance sensors, motion Programmable image processing. In Clubhouses
detectors, sound sensors) can be used to control the today, youth often use Photoshop filters (e.g., blur,
behavior of Scratch creations. For example, a distort, pixelate, sharpen) to manipulate and transform
Clubhouse member could connect an accelerometer to photographs and scanned images. Scratch adds the
her arm and program an animated character to change ability to control the image-filtering process through
its behavior based on how she moves her arm, in the programming, expanding the expressive possibilities.
process gaining new insights into the concepts of For example, a Clubhouse member could build a
acceleration, sensing, and feedback. Scratch program to transform an image by adding
Support for multiple languages. The Computer color-to-monochrome or hue-shifting effects that vary
Clubhouse is a global community, with sites in more over time. Later, she might place a virtual fish-eye lens
than a dozen countries, with young people speaking at the edge of an image and program the motion of that
many different languages. Even in a single Clubhouse lens so that it gradually spirals in. By combining these
in the U.S., it is not unusual to hear three or four programs with sensor input, she could create an
different languages spoken. To support collaboration intriguing piece of interactive video art.
and sharing in this context, it is essential for Scratch Sensor-controlled music. Many Clubhouse
to be a multi-language, multi-cultural environment. In members enjoy the arcade game “Dance Dance
developing Etoys [Steinmetz, 2001] and LogoBlocks Revolution” (DDR), in which players dance on a floor
pad with embedded sensors, aiming to synchronize
their movements with music and images on the screen. 6. Project status and next steps
With Scratch, Clubhouse youth could create their own
version of DDR. A Clubhouse member might The Scratch project is a multiple year effort. A
download MIDI files of songs from the Web (or series of working prototypes will be built, tested, and
compose and mix new songs in the Clubhouse music revised. Implementation of the first prototype began in
studio), design a floor pad with four touch sensors, January of 2003, based on design discussions over the
connect the sensors to the computer, then create previous year. This prototype, Scratch 0.1, was tested
programs that check how well the player’s dance steps in early October of 2003 by Harvard and MIT students
synchronize with the music. Later, another Clubhouse taking a seminar course on the use of technology for
member might decide to use the floor pad to generate learning in informal educational settings. This test lead
music (rather than to follow it). She would write to a redesign of Scratch (currently in progress) with
programs to map the floor pad sensor inputs to several important changes:
different sound and music clips. • A place for global scripts. Many of the student
Networked animations. Making animations (with projects included scripts to setup and start a number of
tools such as Macromedia Flash) is an increasingly other objects. While a few students created a “master of
popular activity at Clubhouses. With Scratch, ceremonies” object to hold these global setup and start
Clubhouse members will be able to create an scripts, quite a few others felt that there should be a
animation, upload it to a Scratch library server, and centralized place for such global scripts. The next
then track how it is used or modified by others. A Scratch prototype will have provide one.
future version of Scratch may even allow youth to • Only one kind of object. Scratch 0.1 has a
download animations to handheld devices and different kind of programmable object for each different
exchange them via IR or Bluetooth. Youth can modify type of media (still images, movies, and sounds), and
animations that they receive (since all Scratch the set of command blocks available in the palette
“program blocks” are accessible), or they could even changes as different objects are selected. While the
program an object to behave differently depending on notion of different kinds of objects having different
the age, gender, or location of the person receiving it. sets of operations (i.e., the object-oriented
The Scratch server will automatically keep track of all programming model) has become common among
transactions, so youth can view tree-like graphs professional programmers, it proved confusing for the
representing the spread of their animations, with students in the seminar. Also, some students wanted
indicators of how and where the animations have been to create objects with a combination of functions that
modified. Through these activities, we hope that an existed in separate object types (for example, a movie
ecosystem of Scratch creations will develop, with that rotated as it moved around the screen), and Scratch
Clubhouse youth trading and modifying one another’s 0.1 did not provide a way to do that. We concluded
creations. that it would be better to have only a single type of
object in the next prototype. This means that the
5. Related programming environments palette of command blocks will be larger—since it
must subsume the functionality of the three object
The Scratch design builds on a number of earlier types of Scratch 0.1—but the fact that the palette
programming environments designed for young people won’t depend on which object is selected should prove
or novice programmers. The building-block approach less confusing.
grew out of previous research on LogoBlocks, which • No inter-object script invocation. In Scratch 0.1,
served as the basis for the programming language used one object can invoke another object’s command
in LEGO MindStorms, and Squeak’s Etoys, which has blocks and scripts. For example, a “cat” object could
been successfully used in classroom settings for over invoke a “dog” object’s “chase” script. This feature was
five years. Alice2 [Pausch, 1995]—itself inspired by heavily used. As a result, very few of the student-
Etoys—also employs a building-block approach to created objects were self-contained; most objects had
make programming easier for novices. scripts that invoked scripts in other objects. Objects
The Scratch user interface was partly inspired by with such inter-object references cannot be easily
Logo Microworlds. Like AgentSheets [Repenning & exported and used in other projects (which would lack
Ambach, 1996], Scratch encourages sharing of projects the object being referred to), making it difficult to
and components on the web and, like Boxer [diSessa, support the free-form object exchange that we envision
2000], Scratch makes program elements such as for Scratch. In fact, we realized that Scratch 0.1
variables into visible, manipulable objects on the actually encourages the construction of non-
screen. exchangeable objects. Scratch 0.2 will therefore
disallow directly inter-object script invocation, and we
are in the process of designing more loosely-coupled [Resnick, Berg, Eisenberg, 2000] Resnick, M., Berg, R.,
ways for objects to interact. and Eisenberg, M. (2000). Beyond Black Boxes: Bringing
Transparency and Aesthetics Back to Scientific
7. Conclusions Investigation. Journal of the Learning Sciences, vol. 9,
no. 1, pp. 7-30.
It is too early in the development of Scratch to draw [Resnick, Rusk, & Cooke, 1998] Resnick, M., Rusk, N.,
any conclusions. We have not yet begun formal testing and Cooke, S. (1998). The Computer Clubhouse:
at Computer Clubhouses, although initial informal Technological Fluency in the Inner City. In Schon, D.,
interactions with Computer Clubhouse members have Sanyal, B., and Mitchell, W. (eds.), High Technology and
Low-Income Communities, pp. 266-286. MIT Press:
gotten a positive response. We will spend the spring of Cambridge, MA.
2004 creating the Scratch 0.2 prototype which we hope
to begin testing at Computer Clubhouses by summer [Steinmetz, 2001] Steinmetz, J. (2001). Computers and
Squeak as Environments for Learning. In Rose, K. and
2004. Guzdial, M. (eds.), Squeak: Open Personal Computing
and Multimedia. Prentice Hall: New York.
Acknowledgements
We are grateful to generous support from the
National Science Foundation (award EIA-0325828),
Intel Corp., Intel Foundation, and the LEGO
Company. Portions of this paper previously appeared
in our proposal to the National Science Foundation.

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