- Informações do recurso
Resumo
O ambiente de programação Scratch é um dos melhores aplicativos para aprender codificação. Ele usa scripts de programação visual que ajudam a entender o conceito de programação e desenvolvem o pensamento lógico por trás disso. Usando o Scratch, você pode construir diferentes animações e jogos com diferentes níveis e complexidades. Você pode usar diferentes personagens, fundos, sons etc. e sua imaginação e criatividade para construir o que quiser.
Esta atividade pode ser desenvolvida individualmente pelos alunos ou como uma atividade em dupla (2 alunos) para aprender programação simples e criar um jogo. O professor deve manter um registro próximo do trabalho realizado pelos alunos.
Ambiente Scratch
Resultados de Aprendizagem
The learners will learn how to use Scratch programming environment to program a simple game.
Competências e habilidades
Os alunos podem desenvolver as seguintes habilidades e competências:
- Programming
- Solução de problemas
- Trabalho em equipe
- Motivação
- Faça você mesmo (DIY)
- Gerenciamento de processos
- Planejamento e organização
- Analysation, Initiation
- Logical thinking
Conhecimento
Os seguintes conhecimentos podem ser adquiridos pelos alunos:
- Como ser criativo
- How to use Scratch
- How to make a program
- How to make a game
Outras instruções
- Make a new Stage. Use the Backdrop paint and paint a nice apple tree.
- NB! Do not include apples, we will add them later!
- Add a fruit as a new Sprite (character).
- NB! Delete the cat sprite by right click -> delete or clicking the trash can icon on sprite.
- On the left you can see a sample tree with apple sprite on it.
- Next we start programming the apple.
- As a tradition the program starts with when green flag clicked and defining the start position for the apple.
- The idea of the game is to pick as many apples as you can in 30 seconds!
- For that we must define 2 variables. You can do that in Variáveis
- Click Make a Variable and give to the first variable a name Timer. Now make another variable and name it Picked.
- With Timer we are counting down from 30 to 0.
- With Picked we are counting the number of picked apples.
- Let’s start with the Timer. When green flag clicked, set the timer to 30. Use set Timer to 0 button in Variáveis Change it accordingly.
- Now we need to subtract 1 with every second. For that use wait 1 second from Controlar section, change Timer by -1 from Variáveis section and to do it 30 times, use repeat 30 script from Controlar section.
- Timer should look like in the picture on the left.
- Now we need to manipulate with variable Picked. We can do it in main program.
- First, set the starting position for the first apple (sprite) if you have not done so.
- Then we need to set the Picked variable to 0, because when the game starts, we have not picked any apples.
- To do so use set Picked to 0 from Variables section. So, every time we start the game the Picked is 0 and Timer is 30.
- Next, we need to wait for the timer to get 0 and then the game says Game over!
- For that we can use wait until block from Controlar section and use the equal block from Operator section as the argument and set right side 0 and drag Timer from Variáveis section to the left side.
- This should look like this.
- So, if the timer goes 0, the game ends and says, “Game over!”
- Last step is to program the game to pick the apples by clicking the mouse on the apple.
- For that we use when this sprite clicked block from Events section. So, every time when the game is on and we click on apple this program part applies.
- So, if we click on this sprite (apple) we need to add 1 to Picked variable. Use change Picked by 1 from Variáveis
- Then we need to hide the apple (as it was picked). Use hide from Looks section for that.
- Next, we need to change the coordinates for the new apple to show up.
- For that we use go to x: … y: … block from Movimento
- To select a random position for the apple to show up, we use the pick random … to … operator from the Operator section for x and y values
- For x value we use – value on the left side of the tree and + value from the right side of the tree.
- For y value we use – value on the lower side of the tree and + value from the upper side of the tree.
- If the new position is defined, we need to show the apple again. For that use show block from Looks
- Now the game should be ready.
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RECURSOS
Autor
Linguagem
Inglês