Where Kids Stop Playing Games and Start Building Them
The Electrobot Junior Scratch Programming module turns curious 10 to 14 year olds into confident young coders through 45 days of guided, project-based learning. No prior coding experience required — just curiosity and a willingness to build.
Program Highlights
Start Your Learning Journey With Confidence
Career Pathway
Electrobot Junior is the first rung of a multi-year career-shaped learning ladder at Elysium Embedded School. Here's where Module 2 fits within that journey:
| Stage | Program | Outcome |
|---|---|---|
| School Foundation | Electrobot Junior (current) | Maker mindset, electronics, Scratch, Arduino, beginner robotics |
| School Advanced | Electrobot Senior | Advanced Arduino, IoT, Drones, Wireless, Product Development |
| College Foundation | Embedron | Industry-track embedded systems, IoT, robotics, automation |
| College Advanced | Embedron+ | Industrial IoT, RTOS, Embedded Linux, Edge AI, Autonomous Robotics |
| Industry Track | EmbedX | Working-professional certification in advanced industry applications |
Beginner → Intermediate → Advanced Roadmap (Within This Module)
| Level | Weeks | Skills Developed |
|---|---|---|
| Beginner | Weeks 1–3 | Algorithms, flowcharts, Scratch interface, sprites, basic motion |
| Intermediate | Weeks 4–6 | Loops, variables, conditionals, sensing, first complete games |
| Advanced | Weeks 7–9 | Logical operators, broadcasts, cloning, custom blocks, capstone game |
Future Learning Roadmap
Each concept your child masters in Scratch is a doorway into a more advanced field they'll encounter later. Here's how the bridges line up:
Emerging Technology Fields This Module Prepares For Scratch programming
- Generative AI and prompt engineering — both demand strong logical decomposition
- Autonomous robotics and SLAM — built on the same event-state-action loop
- Drone programming and aerial mission planning
- Smart manufacturing and Industry 4.0 PLC programming
- Game development with Unity, Unreal and Godot engines
- Web development with JavaScript event-driven frameworks
| What They Learn in Module 2 | Where It Leads Next |
|---|---|
| Scratch loops and conditionals | Module 3: Arduino C loops (for, while), if-else statements |
| Scratch broadcasts | Module 4: Multi-sensor robotic event handling |
| Scratch variables and scoring | Embedron: Embedded systems state management |
| Computational thinking | Embedron+: Python, C, C++ and algorithmic problem-solving |
| Game design loops | EmbedX: Product engineering and user-experience design |
| Sprite-based animation | Advanced: Computer graphics, AR/VR and game engines |
| Custom blocks | Future: Functions, classes and object-oriented programming |
| Cloning mechanics | Future: Instantiation in OOP and game-engine pipelines |
Detailed Syllabus
The 45-day module is structured into 9 weeks of 5 sessions each. Every session runs for 1.5 hours, with the trademark Elysium 10–20–45–10–5 breakdown: energizer, theory, hands-on lab, peer review, wrap-up.
Weekly Curriculum Map
| Week | Theme | Key Topics | Practical Focus |
|---|---|---|---|
| 1 | Computational Thinking | Algorithms, sequences, flowcharts, problem decomposition | Pen-and-paper algorithm puzzles, flowchart drawing |
| 2 | Hello Scratch | Interface tour, sprites, costumes, stage | First moving sprite, walking animation |
| 3 | Events & Motion | Event blocks, motion blocks, coordinates | Maze runner game v1 |
| 4 | Loops & Repetition | Forever, repeat-N, repeat-until | Animated character cycle, dance routine |
| 5 | Variables & Math | Creating variables, math operators, score logic | Score-keeping in a game |
| 6 | Conditionals & Sensing | If-then, if-then-else, sensing blocks | Catch-the-falling-object game |
| 7 | Operators & Logic | AND, OR, NOT, comparisons | Quiz game with right/wrong scoring |
| 8 | Broadcast, Cloning & Custom Blocks | Sprite communication, cloning, procedures | Multi-sprite adventure game |
| 9 | Capstone Game Build & Showcase | Game design loop, polish, presentation | Capstone game build & demo |
Day-Wise Topic Plan
| Day | Topic | Concept | Hands-On Activity |
|---|---|---|---|
| 1–2 | What is a Computer Program? | Programs as recipes, decomposition | Recipe-to-algorithm activity |
| 3–5 | Algorithms & Flowcharts | Sequence, branching, looping | Draw flowcharts for daily tasks |
| 6–8 | Scratch Interface Tour | Stage, sprite, scripts, blocks palette | First sprite movement |
| 9–11 | Sprites, Costumes & Sounds | Costumes, audio, animation basics | Animated talking character |
| 12–14 | Coordinates & Motion | X-Y plane, move, glide, turn | Maze movement v1 |
| 15–17 | Events | Green flag, key press, sprite click | Keyboard-controlled sprite |
| 18–20 | Loops | Forever, repeat, repeat-until | Walking and dance loops |
| 21–23 | Variables | Create, set, change, show | Score counter |
| 24–26 | Math & Operators | Arithmetic, comparison, random | Random-position object catcher |
| 27–29 | Conditionals | If-then, if-then-else | Game-over logic |
| 30–32 | Sensing | Touching color, edge, key | Maze runner v2 with win condition |
| 33–35 | Logical Operators | AND, OR, NOT | Multi-condition quiz game |
| 36–38 | Broadcast & Messages | Inter-sprite communication | Two-sprite dialog and reaction |
| 39–41 | Cloning & Custom Blocks | Sprite clones, procedural design | Asteroid shooter base |
| 42–44 | Capstone Build | Plan → build → test → polish | Capstone game build with mentor |
| 45 | Showcase Day | Final demo + presentation | Module 2 demo day & assessment |
Lab Manual: 14 Structured Experiments
| # | Experiment | Objective |
|---|---|---|
| 1 | Algorithm Puzzles & Flowcharts | Decompose everyday tasks into algorithmic steps |
| 2 | Hello Scratch | Launch Scratch and make a sprite say hello |
| 3 | Walking Sprite Animation | Animate a sprite walking across the stage |
| 4 | Maze Runner v1 | Arrow-key controlled sprite in a maze |
| 5 | Dance Loop | Repeat blocks to choreograph a dance routine |
| 6 | Score Counter | Add and display a score variable |
| 7 | Catch the Falling Object | Catch objects with a basket using conditionals |
| 8 | Maze Runner v2 with Win Condition | Detect touching color to win the maze |
| 9 | Quiz Game with Logic Operators | Multi-condition right/wrong scoring |
| 10 | Two-Sprite Dialog | Sprites broadcasting messages to each other |
| 11 | Asteroid Shooter (Cloning) | Use clones to spawn enemies |
| 12 | Custom Block Library | Build reusable custom blocks |
| 13 | Debug-the-Game Challenge | Fix 5 broken programs supplied by the trainer |
| 14 | Capstone Game Build | Original capstone game with story and levels |
Mini Projects
Mini Project 1: Animated Birthday Card
A personalized animated greeting card with music, character animation and an interactive Click Me surprise. Sharable, polished, and a perfect first creative win.
Mini Project 2: Math Quiz Champion
A 5-question math quiz that tracks the score and announces a final verdict. Introduces variables, conditionals and the very first taste of lists.
Mini Project 3: Healthy Food vs Junk Food Game
A basket-style game where players catch healthy food and avoid junk. Real-world nutrition theme meets multi-sprite scoring logic.
Mini Project 4: Smart Home Simulator
A clickable smart home with room-level lights and a master switch. The same logic that drives real IoT apps, in a child-friendly format. Future-proofed: in Module 3, this Scratch UI connects to actual Arduino-controlled LEDs.
Capstone Project: Innovate-a-Game
Capstone - Original Multi-Level Scratch Game
Problem: Design and build a 3-level Scratch game with a story, a goal, win/lose conditions and a high-score system.
Architecture: Title screen → Level 1 → Level 2 → Level 3 → Win or Game Over, connected through broadcasts.
Skills used: Broadcasts, custom blocks, variables, conditionals, sensing, cloning — every concept from the module, applied at once.
Innovation requirement: Each student must add at least one unique mechanic — a power-up, an enemy AI behavior, a story twist or a creative theme.
Outcome: A complete, playable game plus a one-page poster, demoed on Showcase Day.
Problem: Design and build a 3-level Scratch game with a story, a goal, win/lose conditions and a high-score system.
Architecture: Title screen → Level 1 → Level 2 → Level 3 → Win or Game Over, connected through broadcasts.
Skills used: Broadcasts, custom blocks, variables, conditionals, sensing, cloning — every concept from the module, applied at once.
Innovation requirement: Each student must add at least one unique mechanic — a power-up, an enemy AI behavior, a story twist or a creative theme.
Outcome: A complete, playable game plus a one-page poster, demoed on Showcase Day.
Curriculum Framework
Structural Parameters
| Parameter | Specification |
|---|---|
| Module Number | 2 of 4 (Electrobot Junior) |
| Duration | 45 days | 9 weeks |
| Daily Session | 1.5 hours (90 minutes) |
| Total Contact Hours | 67.5 hours |
| Theory : Practical | 30% : 70% |
| Recommended Age | 10–14 years (Class 5–9) |
| Learning Level | Beginner |
| Class Size | 12–18 students |
| Trainer-to-Student Ratio | 01:08:00 |
| Mode of Delivery | Instructor-led, in-person or hybrid |
Daily Session Breakdown
| Time | Activity | Purpose |
|---|---|---|
| 0–10 min | Energizer & Recap | Engage students, recall previous session, set the goal |
| 10–30 min | Theory & Concept Demo | Trainer-led concept introduction with live demonstration |
| 30–75 min | Hands-On Lab Activity | Students build, code and test in pairs or small teams |
| 75–85 min | Peer Review & Showcase | Students share what they built and what challenged them |
| 85–90 min | Wrap-Up & Preview | Trainer summarizes, assigns reflection, previews next session |
Assessment Structure
| Component | Weightage | What Is Assessed |
|---|---|---|
| Practical Assessment | 30% | Hands-on lab proficiency, debugging and program-building accuracy |
| Project Evaluation | 30% | Mini projects and the module capstone — design, build, demo |
| Viva-Voce | 15% | Conceptual understanding and ability to explain what was built |
| Assignments & Worksheets | 10% | Concept reinforcement worksheets and reflection logs |
| Attendance & Participation | 10% | Regularity, peer-collaboration and class engagement |
| Innovation Score | 5% | Originality and creativity demonstrated in the capstone |





































