For this project, I was tasked to create a Scratch programming book to support our upcoming game creator course. This self-study book aims to guide students, particularly kids, through step-by-step tutorials for various games, preparing them for the junior programming test. Leveraging resources and books in Japanese provided by my company, I translated and adapted content to suit curriculum needs.
Many beginners struggle with learning how to code due to the lack of a structured and engaging learning path. While Scratch is an excellent introductory tool, most tutorials are either too simple or too advanced, making it difficult for students to progress confidently. Additionally, there is often no clear connection between learning Scratch and preparing for actual programming certifications, leaving students unprepared for future challenges.
To address this, I created a step-by-step Scratch programming book that guides students through game creation using a structured progression system. Each level introduces new programming concepts, reinforcing learning through clear explanations, practical exercises, and hands-on projects. By following this book, students not only build their own games but also gain a deeper understanding of coding logic, helping them prepare for programming certifications with confidence. The book is designed to be visually engaging and easy to follow, ensuring an enjoyable learning experience for young programmers.
This book took around 4-5 months to complete, from planning to finalization. I worked on it for a total of 320 - 400 hours. Here’s a breakdown of the major steps:
To design this section, I researched the core topics covered in the Junior Programming Test. These typically include foundational concepts like sequencing, loops, conditionals, variables, and event handling. I wanted to ensure that each topic included in the book wasn’t just test-relevant, but also developmentally appropriate and easy to understand for younger learners. I also explored how these topics are commonly introduced in coding platforms like Scratch, so the visuals and explanations would feel familiar. This process helped me decide which concepts to highlight and how to present them in a fun, visual, and structured way that supports both classroom learning and self-study.
I reviewed the process and structure of the Junior Programming Test to align the book's content with the exam requirements. Understanding the test format was crucial in ensuring that students would not only enjoy learning Scratch but also feel confident taking the certification afterward. I researched the types of questions asked and identified key areas of focus
1. Students receive files containing the test themes, a video of the game they need to create, and a starting Scratch code.
2. Test instructions are provided on paper, along with the required codes, conditions, and logic that students must follow for each step.
3. Students begin coding and arrange the Scratch sprites in their own way to create the assigned game.
4. Students must write a text description explaining how their game works and the logic behind their code.
In this phase, I delved into Scratch programming to ensure I had a solid understanding of the tool. I explored resources like beginner books and online tutorials to familiarize myself with the interface and core features. I created a few simple games to practice before finalizing the contents of the book. This helped me ensure that everything would be fun and easy for students.
I planned the book’s structure so that students can progress from easy to harder topics. The progression chart I developed helped me visualize the flow of topics and ensured that students would gradually build their skills.
I designed the book to be easy to follow with clear layouts. I made rough sketches of the pages to see how text, images, and space would fit together before finalizing the design.
I created four games that are similar to those in the Junior Programming Test, making sure they are fun and engaging. I used tutorials from YouTube, Reddit, and other Scratch game developers to help me come up with ideas. Each game is designed for a different skill level to match the book’s progression.
This part took me the longest I almost lost my sanity (*jk).
I gathered and researched book samples, checking and considering colors and styles that would appeal to younger students.
I used the existing Uniplay logo and chose a colorway that matched Uniplay’s branding colors for consistency. The character illustrations were created with the help of a co-worker, who is skilled at drawing, to bring the book to life.
I had 4 teachers between the ages of 21 and 40, who had no experience in coding or using Scratch, test some of the games and follow the step-by-step tutorials in the book. Additionally, I asked 2 bilingual co-workers to focus on proofreading to ensure that the Japanese content—including Furigana and Kanji—was clear and correct. I collected feedback from teachers to ensure the content was easy to understand and effective.
For Revisions, I added Furigana to some paragraphs I initially missed.
The feedback confirmed that the book is easy to follow and helps beginners learn Scratch step by step. Testers at different levels were able to complete their projects, and they found the explanations, glossary, and hints useful. The proofreading process also ensured the Japanese text was clear and accurate.
Overall, the book provides a structured and engaging way for students to learn coding with Scratch.
Here are sample pages from the final version of the book. This is the completed design, shown after thorough testing and proofreading. While only a few pages are displayed here, they reflect the finalized layout, structure, and visual style of the full book created to help young learners explore the key concepts of programming through Scratch.
The book is currently in printing, with feedback from our education team indicating smooth navigation through different levels. Designed and written in Japanese, it underwent thorough proofreading and testing to ensure clarity and effectiveness before printing.
I. Number of books Printed: 40+ (10 per school)
II. Digital Access: 30-50 employees
This project presented a significant challenge for me as I had no prior knowledge of Scratch programming or familiarity with junior programming tests. I was given a tight deadline to create the entire book from scratch, including content, visual design, illustrations, and more. Most of the resources provided were in Japanese, and my proficiency in Japanese is limited. I relied on translation apps to translate and ensure the content made sense in English.Based on this, I had to craft simple instructions and adopt a child's perspective to ensure the material was clear and easy to follow, aligning with the goal of creating a self-study book for programming. Throughout the process, I had to learn Scratch programming myself to ensure the coherence of the book and its activities.I worked with limited software resources, primarily using free versions of Adobe Photoshop and Canva, to maintain consistent margins, borders, and overall design throughout every page. Despite the challenges, I am proud of the final outcome. In just 4-5 months, I completed a 170-page book entirely from scratch, demonstrating that dedication to learning enables me to tackle any project. It was a rewarding and enjoyable experience.
Scheduled for release in April 2025, the next phase involves student feedback and potential refinements based on their responses. As a standalone product, future updates will depend on demand for additional game content and courses.