Module 2 - The “Cat Chasing a Mouse” Project: Różnice pomiędzy wersjami

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The “Cat Chasing a Mouse” Project
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[[Plik:Logo_Mistrzowie.png|center]]
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These materials have been developed by Ośrodek Edukacji Informatycznej i Zastosowań Komputerów (Centre for Information Technology Education and Application of Computers) in Warsaw as part of the “Mistrzowie Kodowania” (“Coding Masters”) Programme funded by Samsung Electronics Polska, licensed under CC-BY-SA “Attribution – Share Alike 3.0 Poland”
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==Information==
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===Objectives===
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====General objectives:====
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* Review and revision of previously presented Scratch commands and language structures.
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* Introduction of conditional instructions.
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* Development of a simple game project.
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* Implementation of a simple game in the Scratch environment.
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====Specific objectives: ====
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* The student will understand and know how to use conditional instructions.
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* The student will be able to construct simple scripts to control sprites.
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* The student will be able to implement a simple game  in the Scratch environment.
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==Stages==
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===Discussion of solutions of additional tasks from Module I  ===
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'''Time to complete this part: about 15 minutes'''
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''At the beginning of the lesson we remind students what they were supposed to prepare between classes. We invite a volunteer to present his/her solution. We ask if anyone had a different way of finding a solution. We discuss the solutions (praising correct solutions to individual tasks).''
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''If there was no homework, we start by repeating key issues from the previous module. We also ask  if  students  have  any  doubts  regarding  their  own  projects.  If  anyone  wants  to  show something he/she is proud of, we let him/her do it.''
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===Introduction to the game scenario, changing the stage background and adding a new sprite  ===
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'''Time to complete this part: 15 minutes'''
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We introduce the students to the lesson topic, which is to create a simple game with the characters of the  Kitten  and  the  Mouse.
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'''The Kitten’s task will be to catch the Mouse, who is to avoid being caught for as long as possible.'''
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We  remind  students  that during  the previous  class  we  learned  how  to  change  the  appearance  of  the sprite, and animated it by changing its costume.

Wersja z 21:15, 6 lip 2015

Logo Mistrzowie.png


These materials have been developed by Ośrodek Edukacji Informatycznej i Zastosowań Komputerów (Centre for Information Technology Education and Application of Computers) in Warsaw as part of the “Mistrzowie Kodowania” (“Coding Masters”) Programme funded by Samsung Electronics Polska, licensed under CC-BY-SA “Attribution – Share Alike 3.0 Poland”

Information

Objectives

General objectives:

  • Review and revision of previously presented Scratch commands and language structures.
  • Introduction of conditional instructions.
  • Development of a simple game project.
  • Implementation of a simple game in the Scratch environment.

Specific objectives:

  • The student will understand and know how to use conditional instructions.
  • The student will be able to construct simple scripts to control sprites.
  • The student will be able to implement a simple game in the Scratch environment.

Stages

Discussion of solutions of additional tasks from Module I

Time to complete this part: about 15 minutes

At the beginning of the lesson we remind students what they were supposed to prepare between classes. We invite a volunteer to present his/her solution. We ask if anyone had a different way of finding a solution. We discuss the solutions (praising correct solutions to individual tasks).

If there was no homework, we start by repeating key issues from the previous module. We also ask if students have any doubts regarding their own projects. If anyone wants to show something he/she is proud of, we let him/her do it.


Introduction to the game scenario, changing the stage background and adding a new sprite

Time to complete this part: 15 minutes

We introduce the students to the lesson topic, which is to create a simple game with the characters of the Kitten and the Mouse. The Kitten’s task will be to catch the Mouse, who is to avoid being caught for as long as possible.

We remind students that during the previous class we learned how to change the appearance of the sprite, and animated it by changing its costume.