Code a Soccer Penalty Shootout Game using Scratch

Step-by-step Scratch 3.0 instructions guide students through coding a two-player penalty shootout game with goalkeeper sprites, team variables, and broadcast messages.
Grades
Grades 5–8
File type
PDF
Preparation
Print ready

Updated Sep 27, 2026

Topic
Coding, Code
Resource types
Games
Preparation
Print ready

From the author

About this resource

Welcome to Professor Cody's Penalty Shootout Game using Scratch 3.0. Students will have the chance to code an exciting soccer game. Each player gets to choose their team and the penalty shootout begins.

This game works best if you’re using the web-based version of Scratch 3.0 or the downloaded computer version and you are using a keyboard.

In the classroom

Teaching tips & learning objectives

Learning objectives

  • Create and update variables to track scores, team names, and penalty counts.

  • Use conditional (if/else) blocks to determine whether a penalty results in a goal or a save.

  • Use broadcast and receive blocks to sequence turns between two players in the same project.

Teaching tips

  • Open the linked Scratch template before class starts, since the guide builds directly on its existing sprites and does not have students create art assets from scratch.

  • Follow the steps in order — later sprite scripts (the Net and Soccer Ball win-condition code) depend on the broadcast messages set up in earlier steps.

  • Use the four listed challenges (faster ball, faster goalkeeper, diving goalkeeper, adjustable penalty direction/speed) as extension tasks for students who finish the core build early.

Skills covered

  • Sequential program construction — students add code blocks to specific sprites in a defined build order across the shootout game.

  • Variables — students create and increment six variables to track two teams' names, goals, and penalty counts.

  • Event-driven messaging — students use broadcast and "when I receive" blocks to hand control between two players' turns.

Good to know

Questions teachers ask about this resource

How does the code decide whose turn it is to take a penalty?

Broadcast messages alternate control: a Team 1 Go message runs the code for Team 1's penalty and Team 2's goalkeeper, and a Team 2 Go message reverses the roles for the next kick.

What happens if the two teams are tied after five penalties each?

The project broadcasts a No Winner message and repeats the shootout process until one team's goal count is ahead of the other's.

No reviews yet

Downloaded this resource? Tell other teachers how it went.

Resource details

Concepts & topics

Explore more

Categories this resource belongs to

Explore related searches

More to explore

You may also like