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At the beginning of the lesson we explain that the task to be to solved is to create a programme that simulates races. Initially two sprites will take part in the race. This time, however, we will not be developing together with the students an algorithm which will be written on the board, but discussing and brainstorming general assumptions and how the programme is to work. We will also discuss how some of the issues can be implemented (but without a specific indication of how to do it using specific Scratch commands).We note the conclusions of the brainstorming session in the form of a schematic drawing on the board. The discussion might look like the one described below, it is important to discuss all the items to be included in the programme (the starting point, how the sprites will move, setting a random movement speed, reaction to reaching the finish line by the quicker sprite).
 
 
'''We ask the following question:'''Where should we start designing our programme from? What should we include in it?
 
''The answers may vary, including many correct ones. We will, therefore, seek to ensure to initially determine all the important elements of the programme, including:
**** where sprites will start from (we need to determine their position, because they should always start from the same positions), and where the finish line will be located,''
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