Scratch Programming: From Beginner to Mastery cover

Scratch Programming: From Beginner to Mastery

Rating 4.3
Word count
131K words
Chapters
12
ISBN
9787302508373

Tags

Summary

This book is a Scratch visual programming tutorial for absolute beginners, progressing through three parts: basic programming, graphical programming, and advanced programming. The basic programming part first introduces readers to the Scratch editor interface and block instruction system, then explains the use of variables, operators, lists, and custom procedures (custom blocks), and introduces flowcharts for describing algorithms and structured programming; this part strings together knowledge points with interesting math cases such as Han Xin's troop count, chickens and rabbits in the same cage, the hailstone conjecture, the Euclidean algorithm, Kaprekar's black hole, and the Josephus ring. The graphical programming part focuses on controlling sprite movement on the stage and collision detection, costume switching and effects, sound playback and instrument simulation, and pen and stamp drawing, with a comprehensive "Undersea Adventure" game running through the chapters, plus small projects such as an electronic photo album, a street dance performance, a line-following beetle, a bouncing ball, catching butterflies with gestures, and growing mushrooms. The advanced programming part explains cloning technology and the message broadcasting mechanism, how to organize multi-sprite multi-scene projects, and event-driven and object-oriented design ideas, and introduces data structures and algorithms such as bubble sort, selection sort, insertion sort, quicksort, sequential search, binary search, backtracking algorithms, two-dimensional arrays, queues, and stacks through cases such as an "English-Chinese dictionary" and "maze escape." The book emphasizes the integration of "math + games + algorithms," with step-by-step explanations and end-of-chapter exercises to help readers truly master visual programming and lay a foundation for later transition to text-based programming such as Python and C++.

Editor's review

市面上以“做几个小游戏”为主的 Scratch 书很多,而这本书的区别在于路线完整:它不是把积木块罗列一遍就结束,而是把变量、列表、过程、流程图、事件驱动一并纳入,最终落到排序、查找、回溯这些真正的算法思想上。作者谢声涛长期做青少年科普与编程教育,书中的案例选取很“中式”:韩信点兵、鸡兔同笼、冰雹猜想、卡普雷卡尔黑洞、约瑟夫环,既是数学题又是可运行的程序,孩子练习时不会觉得在背概念。“海底探险”这个贯穿图形编程篇的综合项目,把运动、侦测、外观、声音、画笔五类积木拧成一个完整作品,读完后孩子手里会有一个能讲给别人听的作品,而不是零散的示例。进阶篇的“英汉词典”“走迷宫”则是从图形化编程迈向文本编程的良好过渡,对后面学 Python 有明显帮助。作为一本 2018 年出版、基于 Scratch 2.0 编写的书,界面截图与在线编辑器现状存在差距,但积木语义、算法思路和项目结构并未过时,仍可作为系统学习的主教材使用。

Who it's for

A good fit for

  • 8 岁以上、零基础想系统学 Scratch 的中小学生
  • 希望在家辅导孩子编程、但自己不懂代码的家长
  • 少儿编程培训机构的授课教师与课程研发人员
  • 想为孩子规划从图形化编程过渡到 Python 的学习路径的读者

Not a good fit for

  • 希望直接学习 Python、C++ 等文本编程语言的成年人
  • 只想要几套现成游戏源码、不打算系统学习的读者
  • 需要严格贴合最新 Scratch 3.0 界面截图的课堂教学使用者

Reading tips

  1. 按三个篇章顺序推进,每章先照着敲一遍示例,再合上书独立重做一次,效果远好于只看不练。
  2. 数学案例部分(韩信点兵、约瑟夫环等)建议先自己想算法,再对照书中的流程图与程序。
  3. 读图形编程篇时,把“海底探险”当主项目,每学一类积木就往作品里加一个功能,形成持续迭代的习惯。
  4. 遇到界面与当前 Scratch 3.0 不一致时,抓住积木的功能语义去对应,不必纠结截图位置差异。

About the publisher

Tsinghua University Press China · Founded in 1980

Founded in 1980, Tsinghua University Press has 57 titles in our collection, covering popular science, medicine, health, law, philosophy and social sciences. Representative works include medical popular-science books such as Cancer Truth: Doctors Are Reading It Too and New Knowledge on Cancer by Bo Luo (Li Zhizhong), legal titles such as Sunshine Is the Best Preservative: Express Delivery of Major Global Anti-Corruption Cases, and works like Qi Ge's A Brief History of Philosophy with Big Ideas and Liu Yunhao's From the Internet to a New Industrial Revolution. Its authors include science writers, medical researchers, the Renmin University of China anti-corruption master's class and university scholars, reflecting a publishing profile that balances academic seriousness with accessible reading. As public information is limited, this profile is based only on the titles in our collection.

Contents

  1. Chapter 1: Getting Started with Programming: Scratch Overview, Environment Setup, Editor Interface, Instruction System, and Imitation Cases (Han Xin's Troop Count, Interstellar Flight)
  2. Chapter 2: Variables and Operations: Say and Think Blocks, Variables, Operators, and Expressions
  3. Chapter 3: Program Control and Flowcharts: Sequence, Branching, Loops, and Structured Programming
  4. Chapter 4: Lists and Custom Procedures: Stacks, Queues, and Custom Blocks
  5. Chapter 5: Motion and Sensing: Sprite Movement, Coordinates, Collision Detection
  6. Chapter 6: Looks and Effects: Costume Switching, Size, and Graphic Effects
  7. Chapter 7: Sound and Music: Playing Sounds, Simulating Instrument Performance
  8. Chapter 8: Pen and Stamp: Drawing Shapes and Patterns
  9. Chapter 9: Comprehensive Game Projects: Undersea Adventure, Electronic Photo Album, Line-Following Beetle, Catching Butterflies with Gestures, Growing Mushrooms
  10. Chapter 10: Cloning and Messaging Mechanisms: Organizing Complex Programs Simply
  11. Chapter 11: Comprehensive Project Design: English-Chinese Dictionary, Maze Escape
  12. Chapter 12: Algorithms and Data Structures: Sorting, Searching, Backtracking, Two-Dimensional Arrays, Queues, and Stacks

FAQ

这本书用的是 Scratch 2.0 还是 3.0?
2018 年出版的第一版基于 Scratch 2.0(版本号 v458.0.1)编写,书中截图与现在的 Scratch 3.0 在线编辑器有差异。2023 年清华大学出版社推出了谢声涛编著的《Scratch编程从入门到精通(第2版)》,ISBN 9787302632962,已按 Scratch 3.0 更新,购买时请留意版本。
孩子完全没学过编程,能直接看这本书吗?
可以。全书假设读者从未接触过编程,第1章从安装离线编辑器、认识界面和积木形状讲起,再逐步引入变量与程序控制。建议 8 岁以上、具备基本四则运算能力的孩子在家长陪同下阅读。
这本书和同名其他出版社的书是同一本吗?
不是。市面上还有北京理工大学出版社的《Scratch少儿编程从入门到精通》和电子工业出版社的《Scratch从入门到精通》(郑之婷等),书名相近但作者、内容与侧重不同。本书特指谢声涛著、清华大学出版社出版的版本。
读完这本书之后该学什么?
书中的算法与数据结构部分已为文本编程做了铺垫。读完后可以转向 Python 入门书,或阅读同作者《Python趣味编程:从入门到人工智能》《趣味编程三剑客:从Scratch迈向Python和C》,把图形化思维迁移到代码编程。

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