Ash Manor School

Computing Department

Control

Controling things is a programming skill which we can use to create animations using the scratch language.

Aims

Key:

This is an introduction to Algorithms and Control. Using visual programming evironments (Scratch and Blockly)

By the end of this unit you will learn:

Level 5 Programming and develoipment cannot be achieved through a graphical programming language. Level 6 Algorithms cannot be achieved using a graphical programming language.

Introduction to Programming

In this section you will work through the following puzzle - this starts off simply and ends up quite difficult. Take a screen shot of your successful program for levels 7 - 10 and paste these into a word document. Upload the word document to the moodle.

Your challenge is here You should try to complete all levels on your own.

Introduction to scratch

You have been asked to take the Project Challenge

You will need to complete each of following projects in order to pass the challenge.

Please complete the project plan for each project. Click here for project plan template

Project 1

Learning aims:

Story

Use the ‘story’ tutorial to help you to create a basic story or animation set to the words of a poem or song. You can create your own story, or use one of the ideas below:

Stories: My first day at school, Ghost story

Poems:


Click here to upload your first project plan

Project 2

Learning aims:

Catch the Fruit Game

  • You take the roll of a person with a fruit bowl on their head (or similar).
  • The player can be controlled with either the mouse or arrow keys to move left or right.
  • Fruit items fall from the sky (e.g. bananas, apples, melons, pears etc) as well as junk food items.
  • Your score increases as you collect healthy fruit.
  • You start with 5 health points, and loose a health point per every junk food item collected.
  • You gain a health point per every 10 items of fruit collected.
  • As the game goes on, it gets faster.
  • You lose the game if you run out of health points, but win if you reach a particular target (you can decide on this).
  • You can adapt this game as you discuss your ideas with others.
  • Your game could look something like this: http://scratch.mit.edu/projects/dyw/1070516

    Click here to upload your second project plan

    Project 3

    Learning aims:

    Fish Eater Game

  • You take the role of a big fish and have to eat little fish that swim around the screen.
  • The mouse should control the big fish.
  • Initially, you should program the game so that you have to eat as many fish as possible within a time limit.
  • Include clear instructions.
  • You could then enhance the game, so the big fish has to avoid eating junk that also floats across the screen.
  • You need to decide how the game is won and lost.
  • You can then adapt the game as you discuss ideas with others.
  • Your game could look something like this: http://scratch.mit.edu/projects/kiosud/1054660

    Click here to upload your first project plan

    Click here to Self Mark your project 3

    Project 4

    Learning aims:

    Dice Roller

  • You create a dice rolling game which two players roll a pair of dice.
  • The highest score wins.

  • Click here to upload your first project plan

    Click here to peer mark project 4