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contributed articles

doi:10.1145/ 1592761.1592779
discussing, and remixing one another’s
“Digital fluency” should mean designing, projects. Scratch has been called “the
YouTube of interactive media.” Each
creating, and remixing, not just browsing, day, Scratchers from around the world
chatting, and interacting. upload more than 1,500 new projects
to the site, with source code freely
by Mitchel Resnick, John Maloney, Andrés Monroy- available for sharing and remixing. The
Hernández, Natalie Rusk, Evelyn Eastmond, site’s collection of projects is wildly di-
Karen Brennan, Amon Millner, Eric Rosenbaum, verse, including video games, interac-
Jay Silver, Brian Silverman, and Yasmin Kafai tive newsletters, science simulations,
virtual tours, birthday cards, animated

Scratch:
dance contests, and interactive tutori-
als, all programmed in Scratch.
The core audience on the site is be-
tween the ages of eight and 16 (peak-

Programming
ing at 12), though a sizeable group of

Photogra ph iStockp hoto.com , Scratch Projec ts f rom to p lef t to right: Sackboy2 , At yo -D icke rson , Kuri , Ne vi t, S han n pal, SadowFi re 11, Z adarmo3, Kgrodon , S han esta, Mt boom, Nat e .
adults participates as well. As Scratch-
ers program and share interactive proj-
ects, they learn important mathemati-

for All
cal and computational concepts, as
well as how to think creatively, reason
systematically, and work collaborative-
ly: all essential skills for the 21st cen-
tury. Indeed, our primary goal is not to
prepare people for careers as profes-
sional programmers but to nurture a
new generation of creative, systematic
thinkers comfortable using program-
ming to express their ideas.
W hen M oshe Y. Vard i , Editor-in-Chief of In this article, we discuss the de-
sign principles that guided our devel-
Communications, invited us to submit an article, opment of Scratch and our strategies
he recalled how he first learned about Scratch: for making programming accessible
and engaging for everyone. But first,
“A colleague of mine (CS faculty),” he said, “told to give a sense of how Scratch is being
me how she tried to get her 10-year-old daughter used, we describe a series of projects
interested in programming, and the only thing developed by a 13-year-old girl with the
Scratch screen name BalaBethany.
that appealed to her was Scratch.” BalaBethany enjoys drawing anime
That’s what we were hoping for when we set out to characters. So when she started using
Scratch, it was natural for her to pro-
develop Scratch six years ago. We wanted to develop gram animated stories featuring these
an approach to programming that would appeal to characters. She began sharing her proj-
people who hadn’t previously imagined themselves as ects on the Scratch Web site, and other
members of the community responded
programmers. We wanted to make it easy for everyone, positively, posting glowing comments
of all ages, backgrounds, and interests, to program under her projects (such as “Awesome!”
and “OMG I LUV IT!!!!!!”), along with
their own interactive stories, games, animations, and questions about how she achieved cer-
simulations, and share their creations with one another. tain visual effects (such as “How do you
Since the public launch in May 2007, the Scratch make a sprite look see-through?”). En-
couraged, BalaBethany then created and
Web site (http://scratch.mit.edu) has become a shared new Scratch projects on a regular
vibrant online community, with people sharing, basis, like episodes in a TV series.

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Figure 1. Screenshots from BalaBethany’s anime series, contest, and tutorial.

She periodically added new charac- a step-by-step tutorial, demonstrating can create (and how you can express
ters to her series and at one point asked a 13-step process for drawing and col- yourself) with the computer. It also ex-
why not involve the whole Scratch com- oring anime characters. pands the range of what you can learn.
munity in the process? She created and Over the course of a year, BalaBeth- In particular, programming supports
uploaded a new Scratch project that any programmed and shared more “computational thinking,” helping you
announced a “contest,” asking other than 200 Scratch projects, covering a learn important problem-solving and
community members to design a sister range of project types (stories, contests, design strategies (such as modulariza-
for one of her characters (see Figure 1). tutorials, and more). Her programming tion and iterative design) that carry
The project listed a set of requirements and artistic skills progressed, and her over to nonprogramming domains.18
for the new character, including “Must projects clearly resonated with the And since programming involves the
have red or blue hair, please choose” Scratch community, receiving more creation of external representations of
and “Has to have either cat or ram than 12,000 comments. your problem-solving processes, pro-
horns, or a combo of both.” gramming provides you with opportu-
The project received more than 100 Why Programming? nities to reflect on your own thinking,
comments. One was from a commu- It has become commonplace to refer to even to think about thinking itself.2
nity member who wanted to enter the young people as “digital natives” due
contest but said she didn’t know how to their apparent fluency with digital Previous Research
to draw anime characters. So BalaBeth- technologies.15 Indeed, many young When personal computers were first
any produced another Scratch project, people are very comfortable sending introduced in the late 1970s and 1980s,
text messages, playing online games, there was initial enthusiasm for teach-
and browsing the Web. But does that ing all children how to program. Thou-
really make them fluent with new tech- sands of schools taught millions of stu-
nologies? Though they interact with dents to write simple programs in Logo
digital media all the time, few are able or Basic. Seymour Papert’s 1980 book
to create their own games, animations, Mindstorms13 presented Logo as a cor-
or simulations. It’s as if they can “read” nerstone for rethinking approaches to
but not “write.” education and learning. Though some
As we see it, digital fluency requires children and teachers were energized
not just the ability to chat, browse, and and transformed by these new pos-
interact but also the ability to design, sibilities, most schools soon shifted
create, and invent with new media,16 as to other uses of computers. Since that
BalaBethany did in her projects. To do time, computers have become perva-
so, you need to learn some type of pro- sive in children’s lives, but few learn
gramming. The ability to program pro- to program. Today, most people view
vides important benefits. For example, computer programming as a narrow,
Figure 2. Sample Scratch scripts. it greatly expands the range of what you technical activity, appropriate for only

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contributed articles

a small segment of the population. llk.media.mit.edu) has worked closely have hexagon-shaped voids, indicating
What happened to the initial enthu- with the Lego Company (http://www. a Boolean is required.
siasm for introducing programming to lego.com/) for many years, helping The name “Scratch” itself high-
children? Why did Logo and other ini- develop Lego Mindstorms and other lights the idea of tinkering, as it comes
tiatives not live up to their early prom- robotics kits.17 We have always been from the scratching technique used by
ise? There were several factors: intrigued and inspired by the way chil- hip-hop disc jockeys, who tinker with
˲˲ Early programming languages dren play and build with Lego bricks. music by spinning vinyl records back
were too difficult to use, and many chil- Given a box full of them, they immedi- and forth with their hands, mixing mu-
dren simply couldn’t master the syntax ately start tinkering, snapping together sic clips together in creative ways. In
of programming; a few bricks, and the emerging struc- Scratch programming, the activity is
˲˲ Programming was often intro- ture then gives them new ideas. As they similar, mixing graphics, animations,
duced with activities (such as generat- play and build, plans and goals evolve photos, music, and sound.
ing lists of prime numbers and making organically, along with the structures Scratch is designed to be highly in-
simple line drawings) that were not and stories. teractive. Just click on a stack of blocks
connected to young people’s interests We wanted the process of program- and it starts to execute its code imme-
or experiences; and ming in Scratch to have a similar feel. diately. You can even make changes to a
˲˲ Programming was often intro- The Scratch grammar is based on a stack as it is running, so it is easy to ex-
duced in contexts where no one could collection of graphical “programming periment with new ideas incrementally
provide guidance when things went blocks” children snap together to cre- and iteratively. Want to create parallel
wrong—or encourage deeper explora- ate programs (see Figure 2). As with threads? Simply create multiple stacks
tions when things went right. Lego bricks, connectors on the blocks of blocks. Our goal is to make parallel
Papert argued that programming suggest how they should be put togeth- execution as intuitive as sequential ex-
languages should have a “low floor” er. Children can start by simply tinker- ecution.
(easy to get started) and a “high ceil- ing with the bricks, snapping them The scripting area in the Scratch
ing” (opportunities to create increas- together in different sequences and interface is intended to be used like a
ingly complex projects over time). In combinations to see what happens. physical desktop (see Figure 3). You
addition, languages need “wide walls” There is none of the obscure syntax or can even leave extra blocks or stacks
(supporting many different types of punctuation of traditional program- lying around in case you need them
projects so people with many different ming languages. The floor is low and later. The implied message is that it’s
interests and learning styles can all be- the experience playful. OK to be a little messy and experimen-
come engaged). Satisfying the triplet of Scratch blocks are shaped to fit to- tal. Most programming languages (and
low-floor/high-ceiling/wide-walls hasn’t gether only in ways that make syntactic computer science courses) privilege
been easy.3 sense. Control structures (like for- top-down planning over bottom-up tin-
In recent years, new attempts have ever and repeat) are C-shaped to kering. With Scratch, we want tinkerers
sought to introduce programming to suggest that blocks should be placed to feel just as comfortable as planners.
children and teens.7 Some use profes- inside them. Blocks that output values The emphasis on iterative, incre-
sional programming languages like are shaped according to the types of mental design is aligned with our own
Flash/ActionScript; others use new values they return: ovals for numbers development style in creating Scratch.
languages (such as Alice7 and Squeak and hexagons for Booleans. Condition- We selected Squeak as an implementa-
Etoys5) developed specifically for young- al blocks (like if and repeat-until) tion language since it is well-suited for
er programmers. They have inspired
and informed our work on Scratch. But
we weren’t fully satisfied with the exist-
ing options. In particular, we felt it was
important to make the floor even lower
and the walls even wider while still sup-
porting development of computational
thinking.
To achieve these goals, we estab-
lished three core design principles for
Scratch: Make it more tinkerable, more
meaningful, and more social than
other programming environments. In
the following sections, we discuss how
each of these principles guided our de-
sign of Scratch.

More Tinkerable
Our Lifelong Kindergarten research
group at the MIT Media Lab (http:// Figure 3. Scratch user interface.

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contributed articles

Figure 4. Screenshots from sample Scratch projects.

rapid prototyping and iterative design. widely varying interests are all able to personalization missing from 3D au-
Before we launched Scratch in 2007, we work on projects they care about; and thoring environments.
continually field-tested prototypes in Personalization. Making it easy for The value of personalization is cap-
real-world settings, revising over and people to personalize their Scratch tured nicely in this blog post from a
over based on feedback and sugges- projects by importing photos and mu- computer scientist who introduced
tions from the field.4 sic clips, recording voices, and creating Scratch to his two children: “I have to
graphics.14 admit that I initially didn’t get why a
More Meaningful These priorities influenced many of kids’ programming language should
We know that people learn best, and our design decisions. For example, we be so media-centric, but after seeing
enjoy most, when working on person- decided to focus on 2D images, rather my kids interact with Scratch it became
ally meaningful projects. So in devel- than 3D, since it is much easier for peo- much more clear to me. One of the nic-
oping Scratch, we put a high priority on ple to create, import, and personalize est things I saw with Scratch was that it
two design criteria: 2D artwork. While some people might personalized the development experi-
Diversity. Supporting many different see the 2D style of Scratch projects as ence in new ways by making it easy for
types of projects (stories, games, ani- somewhat outdated, Scratch projects my kids to add personalized content
mations, simulations), so people with collectively exhibit a visual diversity and and actively participate in the develop-
ment process. Not only could they de-
velop abstract programs to do mindless
things with a cat or a box, etc… but they
could add their own pictures and their
own voices to the Scratch environment,
which has given them hours of fun and
driven them to learn.”
We continue to be amazed by the
diversity of projects that appear on the
Scratch Web site. As expected, there
are lots of games, ranging from pains-
takingly recreated versions of favorite
video games (such as Donkey Kong) to
totally original games. But there are
many other genres, too (see Figure 4).
Some Scratch projects document life
experiences (such as a family vacation
in Florida); others document imaginary
Figure 5. Sample Scratch script (from Pong-like paddle game) highlighting computational wished-for experiences (such as a trip to
and mathematical concepts. meet other Scratchers). Some Scratch

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projects (such as birthday cards and inent “Share” menu and icon at the top
messages of appreciation) are intended of the screen. Click the Share icon and
to cultivate relationships. Others are your project is uploaded to the Scratch
designed to raise awareness on social Web site (see Figure 6) where it is dis-
issues (such as global warming and ani-
mal abuse). During the 2008 U.S. presi- Three core design played at the top of the page, along with
the “Newest Projects.” Once a project is
dential election, a flurry of projects fea-
tured Barack Obama and John McCain
principles for on the Web site, anyone can run it in a
browser (using a Java-based player),
and later a series of projects promoted Scratch: Make it comment on it, vote for it (by clicking
members of the Scratch online commu-
nity for the not-quite-defined position
more tinkerable, the “Love It?” button), or download it
to view and revise the scripts. (All proj-
of “President of Scratch.” more meaningful, ects shared on the site are covered by
Some Scratch projects grow out of
school activities. For an Earth-science
and more social Creative Commons license.)
In the 27 months following the
class, a 13-year-old boy from India cre- than other Scratch launch, more than 500,000 proj-
ated a project in which an animated
character travels to the center of the programming ects were shared on the Scratch Web site.
For many Scratchers, the opportunity
Earth, with a voice-over describing the
different layers along the way. As part of
environments. to put their projects in front of a large
audience—and receive feedback and
a social-studies class, a 14-year-old boy advice from other Scratchers—is strong
from New Jersey created a simulation of motivation. The large library of projects
life on the island of Rapa Nui, designed on the site also serves as inspiration. By
to help others learn about the local cul- exploring projects there, Scratchers get
ture and economy. ideas for new projects and learn new
As Scratchers work on personally programming techniques. Marvin Min-
meaningful projects, we find they are sky once said that Logo had a great gram-
ready and eager to learn important mar but not much literature.11 Whereas
mathematical and computational young writers are often inspired by read-
concepts related to their projects (see ing great works of literature, there was
Figure 5). Consider Raul, a 13-year-old no analogous library of great Logo proj-
boy who used Scratch to program an in- ects to inspire young programmers. The
teractive game in his after-school cen- Scratch Web site is the beginning of a
ter.9 He created the graphics and basic “literature” for Scratch.
actions for the game but didn’t know The site is also fertile ground for
how to keep score. So when a research- collaboration. Community members
er on our team visited the center, Raul are constantly borrowing, adapting,
asked him for help. The researcher and building on one another’s ideas,
showed Raul how to create a variable images, and programs. Over 15% of
in Scratch, and Raul immediately saw the projects there are remixes of oth-
how he could use it for keeping score. er projects on the site. For example,
He began playing with the blocks for there are dozens of versions of the
incrementing variables, then reached game Tetris, as Scratchers continue
out and shook the researcher’s hand, to add new features and try to improve
saying “Thank you, thank you, thank gameplay. There are also dozens of
you.” The researcher wondered how dress-up-doll projects, petitions, and
many eighth-grade algebra teachers contests, all adapted from previous
get thanked by their students for teach- Scratch projects.
ing them about variables? At first, some Scratchers were upset
when their projects were remixed, com-
More Social plaining that others were “stealing”
Development of the Scratch program- from them. That led to discussions on
ming language is tightly coupled with the Web site’s forums about the value
development of the Scratch Web site.12 of sharing and the ideas behind open
For Scratch to succeed, the language source communities. Our goal is to cre-
needs to be linked to a community ate a culture in which Scratchers feel
where people can support, collaborate, proud, not upset, when their projects
and critique one another and build on are adapted and remixed by others. We
one another’s work.1 have continually added new features to
The concept of sharing is built into the site to support and encourage this
the Scratch user interface, with a prom- mind-set. Now, when someone remixes

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a project, the site automatically adds a about organizing a company to write


link back to the original project, so the games together is that I’ve made a lot of
original author gets credit. Also, each friends and learned lots of new things.
project includes links to its “derivatives” I’ve learned a lot about different kinds
(projects remixed from it), and the “Top
Remixed” projects are featured promi- The Scratch Web of programming by looking at other
games with interesting effects, down-
nently on the Scratch homepage.
Some projects focus on the site it-
site has become loading them, and looking at and modi-

a vibrant online
fying the scripts and sprites. I really like
self, providing reviews and analyses of programming! Also, when I started with
other projects there. One early example
was called SNN, for Scratch News Net-
community, with Scratch I didn’t think I was a very good
artist. But since then, just by looking at
work, featuring the Scratch cat (the people sharing, other people’s art projects, asking them
default character in Scratch) delivering
news about the Scratch community,
discussing, and questions, and practicing drawing us-
ing programs like Photoshop and the
much like a CNN anchor. At first, we remixing one Scratch paint editor, I’ve gotten a lot
saw it as a “simulated newscast” but
then realized it was a real newscast, another’s projects. better at art... Another thing I’ve learned
while organizing Blue Elk is how to
providing news of interest to a real help keep a group of people motivated
community—the Scratch online com- and working together… I like Scratch
munity. The SNN project inspired oth- better than blogs or social networking
ers, leading to a proliferation of online sites like Facebook because we’re creat-
newsletters, magazines, and TV shows, ing interesting games and projects that
all programmed in Scratch, reporting are fun to play, watch, and download. I
on the Scratch community. don’t like to just talk to other people on-
Other Scratchers formed online line, I like to talk about something cre-
“companies,” working together to cre- ative and new.”
ate projects that their individual mem- To encourage international shar-
bers could not have produced on their ing and collaboration, we’ve placed a
own. One company got its start when high priority on translating Scratch into
a 15-year-old girl from England, with multiple languages. We created an in-
screen name BeeBop, created a project frastructure that allows the Scratch pro-
full of animated sprites and encouraged gramming blocks to be translated into
others to use them in their projects or any language with any character set. A
place special requests for custom-made global network of volunteers has pro-
sprites. She was setting up a no-fee con- vided translations for more than 40 lan-
sulting business. A 10-year-old girl, also guages. Children around the world now
from England, with screen name Mu- share Scratch projects with one another,
sicalMoon, liked BeeBop’s animations each viewing the Scratch programming
and asked if she’d be willing to create blocks in their own language.
a background for one of her projects.
This collaboration gave rise to Mesh Future Directions
Inc., a self-proclaimed “miniature com- A growing number of K–12 schools
pany” to produce “top quality games” around the world, and even some uni-
in Scratch. A few days later, a 14-year- versities (including Harvard and the
old boy from New Jersey, screen name University of California, Berkeley),8 use
Hobbit, discovered the Mesh Inc. gal- Scratch as a first step into programming.
lery and offered his services, saying, A natural question is What comes next?
“I’m a fairly good programmer, and I In the Scratch discussion forums, there
could help with debugging and stuff.” are ongoing debates about what pro-
Later, an 11-year-old boy from Ireland, gramming language should be used af-
with screen name Marty, was added to ter Scratch. We receive many requests to
the Mesh Inc. staff due to his expertise add more advanced features to Scratch
in scrolling backgrounds. (such as object inheritance and recur-
Such collaborations open opportuni- sive list structures), hoping that Scratch
ties for many different types of learning. itself could be the “next step.”
Here’s how a 13-year-old girl from Cali- We plan to keep our primary focus
fornia, who started a Scratch company on lowering the floor and widening the
called Blue Elk Productions, described walls, not raising the ceiling. For some
her experience: Scratchers, especially those who want to
“What is fun about Scratch and pursue a career in programming or com-

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puter science, it is important to move More broadly, there needs to be a shift References
on to other languages. But for many in how people think about program- 1. Bransford, J., Brown, A., and Cocking, R. How People
Learn: Mind, Brain, Experience, and School. National
other Scratchers, who see programming ming, and about computers in gen- Academies Press, Washington, D.C., 2000.
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of self-expression, producing a diverse Scratch have a chance to live up to their 4. Kafai, Y., Peppler, K., and Chiu, G. High-tech
programmers in low-income communities: Seeding
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5. Kay, A. Squeak etoys, children, and learning; http://
goes a long way. Many people have contributed to the www.squeakland.org/resources/articles.
As we develop future versions, our development of Scratch and even 6. Kelleher, C. and Pausch, R. Using storytelling to
motivate programming. Commun. ACM 50, 7 (July
goal is to make Scratch even more tin- more to the ideas underlying Scratch. 2007), 58–64.
kerable, meaningful, and social. With We’d like to thank friends and former 7. Kelleher, C. and Pausch, R. Lowering the barriers
to programming: A taxonomy of programming
our Scratch Sensor Board (http://info. members of the Lifelong Kindergarten environments and languages for novice programmers.
scratch.mit.edu/Sensor_Boards), peo- group who have worked on Scratch, es- ACM Computing Surveys 37, 2 (June 2005), 83–137.
8. Malan, D. and Leitner, H. Scratch for budding computer
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cal world. We are also developing a Oren Zuckerman, Nick Bushak, and Rusk, N. Programming by choice: Urban youth learning
version of Scratch that runs on mobile Paula Bonta. We are grateful to Kylie programming with Scratch. ACM SIGCSE Bulletin 40,
1 (Mar. 2008), 367–371.
devices and a Web-based version that Peppler, Grace Chui, and other mem- 10. Margolis, J. Stuck in the Shallow End: Education, Race,
enables people to access online data bers of Yasmin Kafai’s research and Computing. MIT Press, Cambridge, MA, 2008.
11. Minsky, M. Introduction to LogoWorks. In LogoWorks:
and program online activities. team, who conducted and partici- Challenging Programs in Logo, C. Solomon, M. Minsky,
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Probably the biggest challenges for pated in field studies in Scratch’s 12. Monroy-Hernández, A. and Resnick, M. Empowering
Scratch are not technological but cul- early development. Scratch was kids to create and share programmable media.
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14. Peppler, K. and Kafai, Y. From SuperGoo to Scratch:
but we need to provide better educa- We appreciate financial support from Exploring creative media production in informal
tional support for it to spread more the National Science Foundation learning. Journal on Learning, Media, and Technology
32, 7 (2007), 149–166.
broadly. We recently launched a new (grant ITR-0325828), Microsoft, Intel 15. Prensky, M. Digital natives, digital immigrants. On the
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16. Resnick, M. Sowing the seeds for a more creative
Ed (http://scratched.media.mit.edu), Lab research consortia. The names society. Learning and Leading with Technology (Dec.
where educators share their ideas, ex- of all children mentioned here are 2007), 18–22.
17. Resnick, M. Behavior construction kits. Commun. ACM
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18. Wing, J. Computational thinking. Commun. ACM 49, 3
(Mar. 2006), 33–35.

Mitchel Resnick, John Maloney, Andrés Monroy-


Hernández, Natalie Rusk, Evelyn Eastmond, Karen
Brennan, Amon Millner, Eric Rosenbaum, and Jay
Silver are all researchers and members of the Scratch
Team (http://scratch.mit.edu) at the Media Laboratory of
the Massachusetts Institute of Technology, Cambridge,
MA. Brian Silverman is president of the Playful Invention
Company, Montreal, Quebec, Canada. Yasmin Kafai is
a professor in the Graduate School of Education of the
University of Pennsylvania, Philadelphia, PA.

Figure 6. Scratch Web site. © 2009 ACM 0001-0782/09/1100 $10.00

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