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Introduction to programming

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UNIT 1_ programming Technologies 1 ESO gabriela-teacher.blogspot.com
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Page 1: Introduction to programming

UNIT 1_ programming

Technologies 1 ESOgabriela-teacher.blogspot.com

Page 2: Introduction to programming

INTRODUCTION &

FIRST STEPS

Page 3: Introduction to programming

COMPUTATIONAL THINKING

“Computers are incredibly fast, accurate and stupid.

Human beings are incredibly slow, inaccurate and brilliant.

Together they are powerful beyond imagination”.

(Leo Cherne, 1968)

Page 4: Introduction to programming

Creativity Solving problems Analytical thinking Understanding data Patience Learning takes a time Will Really wanting to make it happen Critical thinking Using the right tools Searching skills Looking for the right tools Abstract thinking De-coding a problem before coding its solution Flexibility Programming is not a repetitive task

WHAT WILL WE IMPROVE?

Page 5: Introduction to programming

AN EXAMPLE… LETS COUNT!!Use your computational thinking skills!! You have

to find a method to answer to this question:

How many people are there at a demonstration?

Page 6: Introduction to programming

WHAT IS SCRATCH?

It’s a slide-and-drop language that allows children to create games and programs.

It uses a simple interface of “blocks” that are put together to make simple codes.

It’s a language that lets us express feelings, thoughts or ideas… So it’s very creative!

In Scratch we work with a group of objects that communicate in a virtual word.

Page 7: Introduction to programming

HOW TO START… We can download and install Scratch on our

computer: https://scratch.mit.edu/scratch2download/

We can use it online: https://scratch.mit.edu/ If we create an account, we can share our

projects. We will create accounts and groups of

students the first day we go to the computer lab.

Page 8: Introduction to programming

SCRATCH INTERFACESTAGE: Shows the results

THUMBNAILS: Shows the sprites and backdrops

BLOCKS: Commands, costumes and sounds

WORKSPACE: Where we drag and drop blocks to create code

Page 9: Introduction to programming

THE STAGE AREAPROJECT’S name

Save, open or download a project

LANGUAGE settings

REDUCE/ENLARGE object

DUPLICATE object

DELETE object

FULL SCREEN RUN/STOP program

Page 10: Introduction to programming

THE THUMBNAILS AREASPRITES LIBRARY

(double click)

PHOTO SHOOTING: Use the webcam to take a photo

DRAWING PAD: design from scratch

UPLOAD AN IMAGE from my computer to use as sprite or backdrop

SPRITE’S SETTINGS: Name, rotation style (linear, rotatory)…

Page 11: Introduction to programming

BLOCKS WINDOWSCRIPTS TAB: Shows

all the blocks by categories

SOUNDS TAB: A sprite can have different sounds that we can edit or change

COSTUMES TAB: A sprite can have different costumes to show a posture, clothing, a state…

Page 12: Introduction to programming

STARTING TO PROGRAM!!! Access Scratch. Start your session with

your username and password.

Add two more sprites from the library to the stage.

Reduce or enlarge them to have them proportioned.

Page 13: Introduction to programming

PROGRAMMING SPRITE 1 Double click on one of

the sprites and program these comands:

When right arrow key pressed Point in direction 90 & Move 5 steps.

When left arrow key pressed Point in direction -90 & Move 5 steps.

Page 14: Introduction to programming

ANALYSING THE RESULT Click the right and left arrows:Are you happy with the result? Click on the “i” label in your sprite and change

its rotation style to linear.

Page 15: Introduction to programming

PROGRAMMING SPRITE 2 Double click on the

second sprite and program this command:

Since we start (run) the program For ever, point towards the mouse pointer and move 5 steps.

What about this sprite’s rotation style?

Page 16: Introduction to programming

PROGRAMMING SPRITE 3 Double click on the third

sprite and program this command:

Since we start (run) the program For ever, turn 15 degrees.

CONGRATULATIONS!You have created your first

program


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