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Module 5 Lesson 3 Extreme Scratch Cards

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Presentation on theme: "Module 5 Lesson 3 Extreme Scratch Cards"— Presentation transcript:

1 Module 5 Lesson 3 Extreme Scratch Cards
Intro to Programming Module 5 Lesson 3 Extreme Scratch Cards

2 Learning Objectives To build on the concepts covered in Lessons 1 and 2. To be able to use your knowledge of Scratch to solve more difficult problems and to think creatively to solve these problems.

3 Extreme 1 If you double click on the number, it will also have a sliding bar for changing its values. You will enter the values with the slider.

4 Extreme #2: Keeping Track
The sprite will move around the screen randomly, while the x and y position are displayed.

5 Extreme 3: 5, 4, 3, 2, 1 The Cat will count down with the timer. After the countdown, the rocket will blast off.

6 Extreme 4: Bigger and Bigger

7 Extreme 5: Shape Sensation
Can you do it all with using only 2 loops and all of the ‘move’ commands are inside the loops?

8 Extreme Extensions #1: Have the computer generate an addition problem with random numbers, and the user finds the solution and checks it. Experiment with Sensing -> ask ____ and wait command to get answers typed from the keyboard. (The answer is stored in ‘answer’) #2: Have two sprites moving around. One moves randomly and the other follows a few steps behind. Make it a chorus line of sprites. #3: Add a moon for the rocket. When it hits the moon, change the moon sprite to show a moon and a rocket. #4: Tie to the math tutorial, if the correct answer is not given soon enough, the cat explodes. #5: Let the user input the number of sides they would like to see, and the program generates the figure with that many sides.

9 What’s next…? For the next 2 weeks you will be working on a large scale project in Scratch. You will be broken into teams of 2 or 3. (I will pick the teams.) Start thinking of ideas for your project Animation Story Simulation Music Game More details in Monday.


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