
Gola, 2014) in order to allow even small children, 
starting at age of 8, to learn how to code. One of the 
most famous and successful of those tools is Scratch 
(figure 1), developed by the Lifelong Kindergarten 
Group of the Multimedia Labs of MIT (Resnick et al, 
2009).  
Scratch’s interface has a stage (area 1, in figure 1) 
on which several different sprites (area 2) perform 
their scripts (area 3) described by a predefined set of 
possible actions represented by coloured blocks in the 
palette (area 4). Blocks are grouped in categories 
(area 5). Blocks of a given category have the same 
colour and allow the sprite to perform similar actions. 
Scratch, and its sibling tools, such as Snap 
(http://snap.berkeley.edu), Code.org Studio, Star 
Logo (http://education.mit.edu/projects/starlogo-
tng), all have the basic features that make then ideal 
tools to introduce students to coding. Indeed, they: 
  are available in several different languages, so 
to make it less intimidating to non-English 
speaking countries 
  have a predefined and always visible set of 
instructions (blocks), so that users do not have 
to remember what the building blocks of the 
language are 
  have a simple mechanism to put blocks 
together, so that users can easily grasp how to 
build up complex instructions starting from 
simpler ones 
  make available lots of easy-to-use interactive 
and multimedia mechanisms so that students 
can be easily engaged  
  most of them run in a simple web browser, so 
that nothing must be installed in order to use 
them 
Not all tools are ideal instrument for teachers to build 
their interactive lessons. To give a few examples, 
Code.Org Studio mechanisms are too simple, and 
StarLogo TNG is not available as an online tool. 
However, Scratch and Snap are very good candidates. 
By using these tools, teachers can make their 
lessons clearer and more engaging, can create and 
maintain them very easily. On the other side, students 
can learn how to code in a goal-oriented fashion, by 
understanding how the digital lessons prepared by 
their teachers have been built starting from the basic 
building blocks of the language. Therefore, they 
understand, at the same time, how the subject 
explained is built right from the inside. 
These goals can be reached if these tools are really 
easy to learn and, more importantly, if teachers can 
learn back from their students what their students 
have learned by themselves. 
3.2  Introducing Teachers of  
Non-Technical Subjects to Coding. 
An Experiment 
In order to see if Scratch could be easily learned - 
even by teachers of non-technical subjects-, we run a 
small experiment (Brau, 2011). The base hypothesis 
of such an experiment was that Scratch was intuitive 
enough so that, after an extremely short introduction, 
even teachers not very confident with technology 
could nevertheless grasp the basic mechanisms of the 
tool by being able i) to realize very simple behaviours 
very soon by themselves and, being guided, ii) to 
quickly build their first educational project. The 
secondary goal of the experiment was also to gather 
evidence about what should have been improved in 
Scratch in order to make it really intuitive and easy to 
use. 
The teachers’ actions were recorded during a 2-
hours session, in order to review their behaviours. 
Two of the teachers taught only language, arts, 
history and geography, so they did not teach technical 
subjects, whereas the other two taught also 
mathematics, logics and science. All of them reached 
the same results, even if the two “non-technical” 
teachers had said before starting that they did not feel 
confident at all using computers and that they didn’t 
use indeed them in their everyday life. None of them 
had ever used a programming language nor had 
previously known Scratch. 
After having illustrated a few projects that could 
be developed with Scratch to support teaching of 
several school topics (we only showed the behaviour 
of the projects, not the actual code), we told them 
something about Scratch: that Scratch allowed to 
show images, to move them, to make them react to 
the mouse, to show speech bubbles, to produce 
sounds, to make images disappear and show up again. 
The only elements of the Scratch interface that were 
illustrated were the Green Flag button (to start 
projects) and the Red Stop button (to stop projects). 
Then we asked them to make something specific 
happen, and left them alone, each seated at their own 
PC, without the possibility of asking for suggestions 
to us or to their colleagues, until they were actually 
able to make that thing happen.  
We asked them to perform 10 different tasks by 
making, in order, the Scratch cat: say “Hello!” in a 
speech bubble; say “Hello!” in a speech bubble for 
only 2 seconds; say “Hello!” in a speech bubble when 
the cat is clicked; say instead “I have been clicked” 
when the it is clicked; change look every time it is 
clicked; change look every time the space key is 
pressed; play the sound “meow” every time it is 
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