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Module 1 - Getting started in Scratch

Dodane 1185 bajtów, 17:26, 7 lip 2015
We will refer to games students know. Let them list the games they play. We focus on games in which they control a character, e.g. Angry Birds.
 
'''We ask the following question:''' What is the purpose of the game they provided as an example? What defines success in it, i.e. what does a player need to do to win?
 
''We select a game we also know where a character scores points or is expected to achieve a goal (complete a task), or fails (something goes wrong). Let the students describe and explain this in their own words.
'''Example''': ''if in Angry Birds a bird hits the cage, it causes the cage to open and sets caged birds free. If the bird hits the ground, it dies without freeing its fellow birds.''
 
 
'''We ask the following question:''' How does the computer know what will happen if our character makes a given move?
''We listen to the students’ responses, and recap that the computer knows the rule. Such a rule must be very detailed, because the computer cannot guess what it needs to do.''
 
 
'''To encourage the students, we tell them that in this class we will be creating games and other programmes. We will be doing it step by step. But first we have to get ready.'''
 
 
===Getting to know the Scratch work environment and basic commands (blocks) ===
'''Time to complete this part: about 35 minutes'''
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