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''Ideas will probably vary. We should focus on those which students can already implement in Scratch. We start by discussing the bait. It can be e.g. a piece of cheese or some other mouse delicacy. We ask the students where we can get the cheese for the trap. We suggest that we can draw it ourselves. Next we ask what the cheese should be in our project. We hint that it should be another sprite. This will make it easier to introduce the interaction of the Mouse when it catches the cheese (wins) without getting caught by the Kitten. It will also be easier to direct the Mouse to the cheese – in the same way in which the Kitten moved towards the Mouse earlier (in the module II project).''
 
 
[[Plik:B1.png|center]]
 
'''Task:''' We ask the students to add another sprite to the stage design. Each student should draw his/her costume resembling cheese and change the name to Cheese.
''If necessary we individually remind the students how we can draw a new sprite costume.''
'''We ask the following question:''' What can the Mouse trap look like, assuming that the Kitten will have a chance to catch the Mouse lurking near the trap, and the Mouse will have a chance to outsmart the Kitten?
 
''Most likely there will be a lot of ideas. We suggest that the trap should have two entrances. The Kitten will lurk only at one of them. If the Mouse chooses the other one, it will outsmart the Kitten – this way both characters will have a chance to win the game. Next, we consider what should be used to build the trap. We can suggest that the Kitten may set it, i.e. draw it. The Mouse will not be able to go through the walls drawn (built) by the Kitten.
Then, together with the students we think about what the trap should look like. If necessary, we propose that it should be a square without one wall, placed with the missing wall close to the left edge of the stage. As a result, there will be two entrances at which we can place the Kitten. Students should already be able to draw the square. The cheese should be placed in the centre of the square. The trap may resemble the one shown below.''
 
 
[[Plik:B12.png|center]]
 
'''Task:''' We ask the students to create and test a script for the Kitten which will draw the trap after it is started. We remind them that we have already drawn a square in class.
'''Discussion:''' After the students have created the script we look through the solutions and discuss how to improve them.
''We should pay attention to the following elements:
* ''the Kitten’s setting at the starting position (the cheese should always be in the centre),''
* ''clearing the screen before drawing the trap,''
* ''setting the colour of the trap walls,''
* ''pointing the Kitten toward the right side of the stage to draw the trap walls,''
* ''thickening of the trap lines,''
* ''setting the Kitten toward the right side of the stage, so that it lurks waiting for the Mouse to come.''
 
''From the students’ designs we select one in which the majority of these elements have been implemented and show it as a model.
When selecting the design to be shown we should also pay attention to how the square has been drawn – whether the block repeat <3> times has been used and whether when the drawing was finished the pen was raised, as any other solution may cause problems later.''
'''Task:''' We ask the students to complete the Kitten script in accordance with the above guidelines.
 
''The guidelines should be written down or drawn on the board. After completion we check students’ solutions and, if necessary, help them individually. Should students have problems, we may jointly discuss which blocks can be useful for the task.''
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