Grades K–5Computer Science · Computational ThinkingNo accounts · Runs offline · Saves on this device
1. Overview
Ctrl+Create is a block-based coding studio in a hand-cut
construction-paper style. Students snap puzzle-piece blocks together to
program animated characters ("sprites") on a stage — the same core model as
MIT's Scratch, simplified for early learners and wrapped in a gentle game
layer (XP levels, quests, and achievements) that rewards exploration.
Everything runs in the browser with no accounts and no internet required;
student work saves automatically to the device.
The block shapes teach the grammar of programming by touch: event
blocks (like when ⚑ clicked) have a smooth
top because every program must start with an event; all other blocks
have a notch showing they must connect below something. Children discover
"programs need a trigger" before anyone says the word event.
The tools your students will actually use
Block palette (10 categories, ~100 blocks).
Events, Motion, Looks, Sound, Control, Sensing, Operators, Variables, Pen,
and Juice. Students drag blocks into the workspace and snap them into
scripts; loops and if/else blocks have "mouths" other blocks nest inside.
Green flag ⚑ & stop ⬣. The universal run/stop
controls. Pressing ⚑ starts every script that begins with
when ⚑ clicked — the moment of truth for
every plan.
Sprites & the character picker. 80+ papercut
characters and props across themed packs — the originals (cat, dragon,
robot, astronaut…) plus Sports, Space, Old Times, Town & City, Holidays,
and Prehistoric sets. Students add them with the + button and can drag them
around the stage to place them. Each sprite has its own scripts.
Clones.create clone of…
spawns copies that run their own
when I start as a clone scripts — how
students make falling coins, enemy swarms, or rain without adding sprites
by hand.
Variables & messages. Students create their own
variables (score, lives, speed…) and broadcast messages so sprites can
talk to each other — with on-stage score displays via
show variable.
Sensing.touching…?,
key pressed?, distance, timers, and
ask … and wait for typed answers — the
ingredients of interactive games.
Pen.pen down,
color, size, and stamp turn a moving
sprite into a drawing tool — spirals, squares, and generative art.
Juice (special effects).confetti burst,
shake screen,
pop into scraps, and sparkle trails —
instant delight that keeps motivation high.
Sounds (21). Character sounds (bark, roar, giggle,
cheer), game feedback (ding, buzzer), and musical notes via
play note.
Backdrops. 26 scenes (meadow, ocean, space, castle,
stadium, moon base, pirate cove, volcano valley…) switchable by hand (🎬) or
from code with switch backdrop to… —
multi-level games and cross-curricular settings (build a scene from science,
history, or a holiday).
Projects shelf & Play mode. 📁 Projects gives
named saves with thumbnails plus export/import as files (great for
portfolios). ▶ Play mode shows a student's game fullscreen for
presentations.
Debug & safety nets. A step-through debugger —
Pause Ⅱ then Step ⇥ runs the code one block at a time so
students can watch their program think and pinpoint a bug. Plus Undo/redo
(↩ or Ctrl+Z), right-click to duplicate a stack, a "Find a block…" search,
and a trash can — mistakes are cheap, which is the point.
Quest tip: the 🗺 Quests button contains 12 built-in,
self-paced challenges (add your first blocks → build a 20-block project) that
work well as bell-ringers or fast-finisher tasks. Achievements and XP levels
reward breadth — trying new categories — not just time on task.
2. Standards Alignment (CSTA K–12 CS Standards)
Level 1A — Grades K–2
Standard
Title
How Ctrl+Create addresses it
1A-AP-10
Develop programs with sequences and simple loops, to express ideas or address a problem.
Students snap Motion, Looks, and Sound blocks into ordered stacks under a
when ⚑ clicked hat, then wrap them in repeat / forever
loops to animate a character.
1A-AP-11
Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
Making Scrappy "dance" forces students to break the dance into single
moves — one block per step — and order them correctly.
1A-AP-12
Develop plans that describe a program's sequence of events, goals, and expected outcomes.
Students say or draw what their sprite will do before pressing ⚑,
then compare the plan to what actually happens on the stage.
1A-AP-14
Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.
The stage gives instant feedback; students reorder, remove, or retune
blocks (e.g., a turn of 90° vs 9°) until the result matches their intent,
protected by one-click Undo.
1A-AP-15
Using correct terminology, describe steps taken and choices made during the iterative process of program development.
▶ Play mode presentations: students demo their project and narrate which
events, loops, and sounds they used and why.
Level 1B — Grades 3–5
Standard
Title
How Ctrl+Create addresses it
1B-AP-09
Create programs that use variables to store and modify data.
Students create their own variables (➕ new variable…), use
set / change variable blocks for score and lives, and display them
on stage with show variable.
1B-AP-10
Create programs that include sequences, events, loops, and conditionals.
A complete Ctrl+Create game uses all four: when key pressed events,
block sequences, forever loops, and if touching… then
conditionals for collisions.
1B-AP-11
Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
A chase game decomposes naturally: one script moves the player, another
moves the chaser, a third keeps score — each its own small block stack, often
on different sprites communicating by broadcast.
1B-AP-12
Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features.
The 📁 Projects shelf supports duplicate-and-remix, and projects export/
import as files so students can extend a classmate's game or a teacher
starter project.
1B-AP-15
Test and debug (identify and fix errors) a program or app to ensure it runs as intended.
Students run with ⚑, observe failures (sprite walks through walls, score
counts wrong), form a hypothesis, and fix the responsible block — the trash
can, undo, and instant re-run make test cycles seconds long.
1B-AP-17
Describe choices made during program development using code comments, presentations, and demonstrations.
▶ Play mode turns any project into a fullscreen demonstration; students
present their game and explain their event, loop, and variable choices.
Bonus: NGSS Engineering Design connection
Standard
Title
Connection
3-5-ETS1-2
Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
Two students often solve the same challenge differently (glide vs. a
repeat-move loop; clones vs. many sprites). Comparing solutions on the
shared criteria "does it work? is it simpler?" is a natural class routine.
3-5-ETS1-3
Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
Debugging a game is failure-point analysis: change one block at a
time, re-run with ⚑, observe what improved — a controlled test loop.
Objective: Students build a first program using an event, a sequence, and a loop.
Vocabulary: program · block · event · sequence · loop
Warm-up (3 min, no computer): teacher is a "robot" — students give
step-by-step dance orders. Establish: robots only do exactly what
they're told, in order.
Students open Ctrl+Create. Point out Scrappy the cat and the yellow
Events palette that's already open. Drag
when ⚑ clicked into the middle.
From Motion, snap on move 10 steps
and turn ↻ 15 degrees. Press ⚑. (It's fast!
Why did it only happen once?)
From Control, drag a repeat 10
block and tuck the move and turn blocks inside its mouth. Press ⚑
— now it's a dance.
Personalize: add a start sound (try
Giggle or Cheer) and a say block.
Fast finishers: add confetti burst from
the pink Juice palette.
Share: 3–4 volunteers press ▶ Play mode and show their dance on the big
screen.
Discuss: What had to come first for anything to happen? ·
What did the repeat block save us from doing? ·
If you wanted a longer dance, which number would you change?
Lesson 2 · Star Chaser 🌟 (Grades 2–4, ~30 min)
Objective: Students use keyboard events, sensing, and a conditional to build a playable chase.
Setup (5 min): add a second sprite with + (any character — it's the
"star" to catch). Drag it to a corner of the stage.
On sprite 1, build arrow-key movement: four
when [arrow] key pressed hats, each with
one change x by ±10 or
change y by ±10 block.
(Right-click a finished stack to duplicate it — then just change the key
and the block.)
Test drive with ⚑. Discuss: which key moves which way? What do x and y
mean? (The sprite panel shows live x/y as you drag a sprite.)
Add the win check: when ⚑ clicked →
forever →
iftouching [the star]? then →
start sound Ding +
confetti burst.
Level it up: inside the if, add go to x/y
with new numbers so the star "escapes" to a new spot after each catch.
Save it: 📁 Projects → the project keeps their name and a snapshot.
Discuss: How does the game know you caught the star? ·
Why does the touching check live inside a forever loop? ·
What would make the game harder or easier?
Start from Lesson 2's project (📁 Projects → open it) or fresh. Create a
variable: any Variables dropdown → ➕ new variable… → name it
coins.
Initialization ritual: under when ⚑ clicked,
add set coins to 0 and
show variable coins. (Ask: why must the
score reset when the game starts?)
Add a "coin" sprite. Give it:
when ⚑ clicked →
repeat 8 →
create clone of myself.
Then: when I start as a clone →
go to x: (pick random −220 to 220) y: (pick random −160 to 160)
using the green Operators block plugged into the inputs.
Collection: still in the clone script, add
forever →
iftouching [player]?
then → change coins by 1,
start sound Coin,
delete this clone.
Presentations: each student opens ▶ Play mode and demos for the class,
explaining one clever choice they made.
Discuss: Why use clones instead of adding 8 coin sprites by hand? ·
What breaks if you forget set coins to 0? ·
Where else in real apps do you see a number that must "reset"?
4. Conversation Starters
"Walk me through your blocks from the top — what happens first?"
"What was the hardest bug you fixed? How did you figure it out?"
"If I pressed the green flag right now, what do you predict happens?"
"Which block is doing the most work in this project?"
"What did you try that didn't work? What did that teach you?"
"If you had ten more minutes, what would you add next?"
"Could you make this same thing with fewer blocks?"
"Show me your favorite project on the Projects shelf — why that one?"
5. Capstone Rubric — "Make Your Own Mini-Game"
Capstone task: design and build an original mini-game with a goal, at
least two sprites, and a way to win — then present it in Play mode.
Level
What it looks like
📄 Paper Scrap (Emerging)
Program runs from the green flag with a working sequence; may use one
loop. Movement or sound happens, but there is no goal or interaction yet.
Student can point to what each block does.
✂️ Craft Apprentice (Proficient)
Game uses events, a loop, and a conditional (e.g., a touching
check). Player can interact via keys or clicks and something meaningful
happens on success. Student explains the sequence and fixed at least one
bug independently.
🏆 Papercut Legend (Exemplary)
All of the above plus data or scale: a custom variable tracks score or
lives, and/or clones populate the game. Multiple sprites or broadcasts
coordinate. Student presents in Play mode, justifying design choices and
naming a concrete next improvement.
Portfolio tip: 📁 Projects → the ⬇ button exports any
project as a small .ctrlcreate.json file — collect them in a class folder,
or import a student's file on the classroom display for sharing day.