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Make an Amazing Maze with Scratch

You are on your way to becoming a coding Ninja with these videos.

Play Videos, pause and continue at your own pace. headphones are good!

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The NZ DT Designing and developing digital outcomes - Progress Outcomes

In authentic contexts and taking account of end-users, students participate in teacher-led activities to develop, manipulate, store, retrieve, and share digital content in order to meet technological challenges. In doing so, they identify digital devices and their purposes and understand that humans make them. They know how to use some applications, they can identify the inputs and outputs of a system, and they understand that digital devices store content, which can be retrieved later.

In authentic contexts and taking account of end-users, students make decisions about creating, manipulating, storing, retrieving, sharing, and testing digital content for a specific purpose, given particular parameters, tools, and techniques. They understand that digital devices impact on humans and society and that both the devices and their impact change over time.

Students identify the specific role of components in a simple input-process-output system and how they work together, and they

recognise the "control role” that humans have in the system. They can select from an increasing range of applications and file types

to develop outcomes for particular purposes.

In authentic contexts, students follow a defined process to design, develop, store, test, and evaluate digital content to address given contexts or issues, taking into account immediate social, ethical, and end-user considerations. They identify the key features of selected software and choose the most appropriate software and file types to develop and combine digital content.

Students understand the role of operating systems in managing digital devices, security, and application software and are able to

apply file management conventions using a range of storage devices. They understand that with storing data comes responsibility

for ensuring security and privacy.

In authentic contexts, students investigate and consider possible solutions for a given context or issue. With support, they use an iterative process to design, develop, store and test digital outcomes, identifying and evaluating relevant social, ethical and end-user

considerations. They use information from testing and apply appropriate tools, techniques, procedures and protocols to improve

the quality of the outcomes and to ensure they are fit-for-purpose and meet end-user requirements.

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The NZ DT Computational Thinking Progress Outcomes

In authentic contexts and taking account of end-users, students use their decomposition skills to break down simple non-computerised tasks into precise, unambiguous, step-by-step instructions (algorithmic thinking). They give these instructions, identify any errors in them as they are followed, and correct them (simple debugging).

In authentic contexts and taking account of end-users, students give, follow, and debug simple algorithms in computerised and non-computerised contexts. They use these algorithms to create simple programs involving outputs and sequencing (putting instructions one after the other) in age-appropriate programming environments.

In authentic contexts and taking account of end-users, students decompose problems into step-by-step instructions to create algorithms for computer programs. They use logical thinking to predict the behaviour of the programs, and they understand that there can be more than one algorithm for the same problem. They develop and debug simple programs that use inputs, outputs, sequence, and iteration (repeating part of the algorithm with a loop). They understand that digital devices store data using just two states represented by binary digits (bits)

In authentic contexts and taking account of end-users, students decompose problems to create simple algorithms using the three building blocks of programing: sequence, selection, and iteration. They implement these algorithms by creating programs that use inputs, outputs, sequence, basic selection using comparative operators, and iteration. They debug simple algorithms and programs by identifying when things go wrong with their instructions and correcting them, and they are able to explain why things went wrong and how they fixed them.

Students understand that digital devices represent data with binary digits and have ways of detecting errors in data storage and transmission. They evaluate the efficiency of algorithms, recognising that computers need to search and sort large amounts of data. They also evaluate user interfaces in relation to their efficiency and usability.

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Contents

Chapter 1: Getting characters onto your screen and changing size.

Chapter 2: Getting characters to move and uploading a background.

Chapter 3: Importing Backgrounds onto the stage, positions of characters.

Chapter 4: The maze and a celebration for if the player gets to the ‘goal’.

Chapter 5: Creating your first variable “lives” and a “Game Over” sign. Debugging.

Chapter 6: Getting your character to point in correct direction as it moves, adding a level 2 with randomly moving enemy.

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Chapter 1

The coding action in this video includes:

Adding sprites, saving, understanding games, resizing, first coding.

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Chapter 2

Chapter 2: Getting characters to move and uploading a background.

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Chapter 3

The coding action in this video includes:

Importing Backgrounds onto the stage, positions of characters.

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Chapter 4

The coding action in this video includes:

Sensing for sides of the maze and a celebration for if the player gets to the ‘goal’.

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Chapter 5

The coding action in this video includes:

Creating your first variable “lives” and a “Game Over” sign. Debugging.

Vector mode is great for adding text on costumes as you can edit afterwards.

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Chapter 6

The coding action in this video includes:

Getting your character to point in correct direction as it moves, animating costumes, adding a level 2 with randomly moving enemy and timer.

NOTE: WHEN YOU LOOK AT THE FINAL PROJECT HERE IT IS A BIT DIFFERENT FROM THIS VIDEO.

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Chapter 7

Code some of your own ideas if you haven’t already into the maze:

Breakout: What else could you do? Add another level? What will be the changes you make in gameplay? Speed? Portals? New characters, Timer changes.

To code different ideas search for a game within Scratch or online to find out how to code the feature you want… or just have a go!

Catch the wave! Be creative! Take Risks, Test, Debug!

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Assessment: 3 Things to Do

  • Get 15+ “Master” on Dr Scratch
  • Peer Review: Get a friend to review your game. They should email it to you (couple of paragraphs) (Coding skill: The proficiency and complexity of the programming. Creativity: The design and look of the game, and the extras added. Playability: How well and efficiently the game plays. What was the one ‘Wow’ factor?
  • Blog entry. Focus on what you are learning! Blog post should contain your peer review, Dr Scratch Result embedded game.
  • Extra: Add another blog post with a snapshot of code and explain something you have learned about coding.

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Publish Your GAME

By sharing your finished game you can let others play it. You can also embed it in your blog.

Best developed games - see Chapter 7 - will be published in our Medbury Scratch Maze Studio.

You can make your own studio to publish in Scratch also. See My Sample one for ideas on description, tags etc.

On Scratch, by agreeing to publish, your project is automatically shared with the ‘ShareAlike’ Attribution. This means others can ‘remix’ your project but should share it with a credit back to you.

If you don’t want this to occur… don’t share.

When you share your game make sure you have filled out the description, use call to actions to persuade the website visitor to play your game. Even better, put in some splash screens that set up the story of your game.

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More Ideas to Design a Better Game!

Catch the wave! Be creative! Take Risks, Test, Debug!

Enter competition - win prizes!

Top Code Choice

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Coding Resources

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X & Y Axis

Learning

Y to the sky and x is across (aX) the page