Statement groups in ScratchJR are core to building programs in ScratchJR, each containing different characters. Students will learn how to use each statement group, enabling them to independently explore new statements or combine them to create programs. Below is a summary of the basic concepts and statements in ScratchJR.
List of function buttons and door frames in ScratchJR
Function buttons in ScratchJR
Button 1: Access the Home screen to find old programs or create new programs.
Button 2: Opens the program in full-screen mode. The interface now only has the button in the left corner to return to the previous state, and the button in the right corner is a green flag symbol.
Button 3: Displays the stage as a grid.
Button 4: Change the stage background using the available backgrounds or create your own new background.
Button 5: Write a title for the program.
Button 6: Return to the beginning of the program: When the program is running, pressing this button will return to the beginning and the program will stop.
Button 7: The green flag to execute the program.
Button 8: Name your program to save it after you've finished.
Window frame in ScratchJR
Number 9: Character window to add to the ScratchJR program. Note: Choose the correct character when writing the program.
Number 10: Stage and Characters.
Number 11: Stage window to add or remove stages.
Command group framework and commands
In ScratchJR, there are a total of 5 groups of commands, each with its own distinct color.
Event Command Group
The statements in Events are used to run the program when the user clicks on the program.
Move command group
These commands are used to perform character movement functions in ScratchJR. The numbers in these commands correspond to a square on the stage.