TWO young girls focus on a monitor in front of them as one of them
steers a blue dog through a bright pink and purple tunnel using a
computer mouse. Against a background buzz of classroom noise, a boy
nearby is guiding an animated Mini Cooper car around a simple
on-screen maze.

There is nothing unusual in 10 and 11-year-olds playing computer
games, but the pupils at St Mary's Church of England Primary School
near Wolverhampton in the UK are no mere gamers. They are testing
games that they have designed and programmed themselves to help even
younger children develop computer skills.

The children are the latest members of a rapidly expanding global
community using a new programming language called Scratch to create
interactive stories, animations, videos, music and games. "We saw a
real gap for children today," says Mitchel Resnick at the
Massachusetts Institute of Technology's Media Lab, who came up with
the idea for Scratch and leads the team that runs the project.

Resnick points out that despite the amount of time children spend
playing with computers, games and gadgets, they have little
opportunity to create the interactive media they use every day. "I
worry about us moving into a world where everybody has access to
computers but all they are doing is browsing and chatting."

Anyone who has struggled with the complexities of C++ or Java knows
that writing software is not usually child's play. To develop
user-friendly Scratch, the researchers watched how children create and
learn with Lego building blocks. Users do not have to write
complicated code, but instead drag and "snap together" colourful
graphical building blocks, each of which represents a simple
programming instruction, such as making a character move 10 steps
forward, play a sound, or repeat previous actions.

By snapping together different combinations of these blocks, children
can create sequences that build up into animations and games. Some
blocks, for example, allow players to control characters using
keystrokes. They can also design their own characters and make them
speak, as well as adding photos.

The software is linked to a website (http://scratch.mit.edu/) that
allows kids to upload their projects, as well as comment on and rate
each other's work. Since it was launched in May last year, more than
300,000 children have downloaded Scratch. Of these, 30,000 have
between them uploaded almost 180,000 projects onto the website. The
number of new contributors is growing at close to 1000 a week, and a
new project appears on the site on average every 2 minutes.

Last week teachers and researchers from across the world met the
software's creators at the scra...@mit conference in Cambridge,
Massachusetts, to share ideas and experiences. "Children are creating
whole new genres of projects that we had not even imagined," says
Resnick.

For example, a child from Singapore created a reality-TV-style contest
called "Can You Dance", which challenged other users to create the
best dancing character. Viewers voted on their favourites and selected
a winner through a process of elimination. Another group created an
online animated newscast called Scratch News Network in which Scratch,
the cartoon cat used as the software's logo, describes the latest
developments in the community. This spawned a series of other
news-related projects. And a contributor who received positive
feedback for her representations of Japanese anime characters began
offering advice to others who wanted to create similar illustrations.
She then held contests and featured the winners in episodes of a soap
opera series she was posting on the site.

"The children love it," says John Rowe, headmaster of St Mary's
school, who led the lesson in which pupils created maze-based games to
help younger children. "We don't set it as homework but often children
will work on their projects at home."

Rowe teaches pupils as young as 7 the basics of programming by getting
them to make changes to the code of existing games on the Scratch
website. "It is great for children because they don't have to be able
to understand masses of code and script," he says. "Having an audience
for their output is really important because it provides context and
engagement. Once you've got that half your job as a teacher is done."

Scratch, available for Mac OS X and Windows, is by no means the first
attempt to make computer programming simple enough for young children
to use. The best known previous effort was Logo, a language that
allowed users to draw shapes by steering a "turtle" around the screen
via typed commands. Logo too had its roots at MIT and was used in
schools in the 1980s. Possibly Scratch's most significant advance is
its open-source, interactive approach.

Contributors can post comments and suggestions about each other's
work. They can also see the code for each project that is uploaded
onto the website with the click of a mouse, and around 15 per cent of
the content consists of "remixes" of previous projects. The name
Scratch comes from the way DJs scratch with records and mix existing
songs to create new tracks.

A recent example of "Scratchers" working together began when a
15-year-old girl from the UK created a number of animated characters
and encouraged others to use them. A 10-year-old girl asked her to
create a mountain background, and then invited her to join a company
she was creating to produce Scratch games. A 14-year-old from New
Jersey was signed up to the company after he fixed a programming
problem, allowing a game character to jump. Other team members include
a 12-year-old girl from Russia who designs characters, and a
10-year-old American who writes stories.

"Starting with someone else's work and adding to it is often a good
way of getting started when learning something new," says Resnick.
"Getting feedback and suggestions from other people, and the
possibility of collaboration are all important elements of Scratch."

While the largest Scratch communities are in the US and UK, the
software is being used in well over 100 countries. Delegates at last
week's conference heard examples of its use by teachers in Russia and
India, as well as in Cambodian villages and remote Aborigine
communities.

The software is already available in many languages that use the Roman
alphabet, and later this summer the developers will greatly widen its
reach with the release of a version that can be used in Chinese,
Japanese, Hebrew and Arabic. It will also soon be available for
low-cost computers such as the One Laptop Per Child XO and the Intel
Classmate.

Some young Scratchers will hopefully be inspired enough to continue
developing their skills and eventually become professional
programmers. However, the software's creators have much more
wide-ranging goals in mind. "Our ultimate goal is for Scratch to
become the standard way that people are introduced to creating and
controlling dynamic, interactive media, whether they are controlling
animated stories on the screen, robotic creations in the physical
world, or a character in a shared, immersive world like Second Life,"
says Resnick. "We'd love for Scratch to become the standard language
that people learn to help express themselves with technology."

Girls take on the geek boys
The stereotype is one of a socially awkward white male who has
unhealthy obsessions with Star Trek and heavy metal. While this view
of computer programmers may be unfair, the industry is still far from
representative in most countries.

Two presentations in particular at last week's scra...@mit conference
illustrated how Scratch is helping challenge that. Gabrielle
Chevalier, 13, presented a cartoon she had created about dyslexia
using a combination of Scratch and iMovie, while Romana Torrecillas,
aged 17, presented an animation illustrating the effects of
gentrification on poor areas.

Both have completed the Compugirls project at Arizona State University
in Tempe, which uses Scratch in computer science classes for girls
from schools in low-income areas of Phoenix, Arizona.

Programming has always been male-dominated, and recruiting women to
computer science courses that might lead to careers in the industry
has always proved difficult.

Kimberley Scott, who runs the Compugirls project, says women often
drop out of computer sciences, mainly because they dislike
programming. "Scratch is a visually pleasing, easy way to introduce
programming to our students," she says. "Research clearly shows girls
like to collaborate on projects. I know girls on our programme like
the fact there is an online community where they can look at other
people's projects and post comments."




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