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수업
재생

중급 코더를 위한 스크래치 게임 디자인 8: 동전 찾기

6 명의 학생이 수업을 완료함
연령대: 8-12 세
실시간 그룹 수업
Scratch로 RPG(롤플레잉 게임)를 코딩하세요: 주인공이 제한 시간 내에 자금을 모으기 위해 경쟁하는 스릴 넘치는 모험에 참여하세요. 초과하면 실패할 위험이 있으니 조심하세요!
평균 평점:
5.0
수강 후기 수:
(581 수강 후기)
인기 선생님
인기 수업

실시간 화상 수업
3주 동안 주당 1회
1-6 수업 정원
45분

무엇이 포함되어 있나요?

3개의 라이브 미팅
수업 2 시간 15 분 시간
학습 평가
In this class, assessments will primarily consist of personal assessments conducted by the teacher through observation of students during class sessions. These assessments serve to gauge each student's understanding, progress, and engagement with the material covered. Various types of assessments, such as coding exercises, project presentations, and participation in discussions, may be offered periodically to provide a comprehensive evaluation of students' learning. Assessments will typically be conducted in class to ensure real-time feedback and interaction. While participation in assessments is highly encouraged for all students to track their development and receive tailored support, they are not mandatory. However, engaging in assessments offers valuable insights and opportunities for growth, making them a beneficial aspect of the learning experience.
보고계신 지문은 자동 번역 되었습니다

수업 소개

영어 수준 - 알 수 없음
미국 3학년 - 6학년 학년
레벨 Intermediate
Embark on an epic coding journey with Scratch in this 3-week course! Together, we'll dive into the world of RPGs, where you and your fellow students will craft a captivating tale collecting coins. Guide your main character through a thrilling adventure to gather the essential coins before the clock ticks down. Can you master the art of coding and beat the ticking timer? Join us for an adventure in creativity and skill-building!

In addition, students will have the opportunity to hone their math skills, specifically involving U.S. coins. As you embark on the RPG-building adventure, you'll seamlessly integrate math into your coding journey, enhancing your abilities while creating an engaging game!

****This class is designed for INTERMEDIATE level Scratch coders.****
DO NOT TAKE THIS CLASS IF YOU HAVE TAKEN SEMESTER 4. This lesson is covered in my Semester 2 class and your child will be repeating if they have already completed semester 4 with me.

Please see below for a list of Scratch skills covered in this course:
- Creating a sensor using the ‘touching’ block
- Looping
- Nested conditional statements
- Coordinating the actions of multiple sprites using the ‘broadcast’ and ‘when I receive’ blocks
- Event handling (the ‘when backdrop switches to’ block)
- Random numbers (‘pick random’ block)
- Variables
- Using the ‘Timer’ feature in Scratch to keep track of the time passed since the timer was reset, and assign consequences based on that.

This class follows a guided instructional approach, aiming for every student to complete a small video game by its conclusion. It's important to note that the class pace accommodates the learning needs of all students. Prior to enrolling, kindly ensure your student possesses a solid understanding of Scratch coding and can navigate the Scratch website effortlessly. Additionally, they should have a Scratch account and be proficient in mouse and keyboard operations (drag/drop, right-click, text selection, copy/paste, and familiarity with shift/backspace/delete/enter keys). If you're uncertain about your learner's proficiency, please feel free to contact me for a discussion. Your thoughtful consideration is appreciated.
______________________________________________________________________
My style of teaching is very patient, interactive, and engaging. Each student will be able to share and express themselves as they feel comfortable. Each lesson will leave them excited to create projects using the coding knowledge they acquired in class. 

This is a multi-week course lasting 3 weeks. We will advance each week based on students' progress. 

The general outline will be as follows:

Lesson 1: Get the Starter Project. Upload the starter project to your Scratch account.
Objectives:
- Program the blue door to lead to the field, the brown door to lead to the moon, and the orange door to lead to the forest.
- Make sure the door sprites show in the main room and hide once your main character gets to the field, the forest, and the moon.
-Make sure the exit sprite shows once your main character arrives at the field, the forest, and the moon, and hides while your main character is in the main room.
-Program the exit sprite to lead back to the main room.

Lesson 2: Hide the Money!
Objectives:
- At the start of the game, randomly pick a place for the quarter sprite to hide.
- Keep track of the amount of money collected by your main character, and display this value on the stage.
- When your main character gets to a coin, have it show up again in a random location.

Lesson 3: One Way to Win! Two Ways to Lose!
Objectives:
-Randomly select the amount of funds required.
-When the collected amount matches the target, the player wins!
-If the collected amount exceeds the target, the player loses.
- Throughout the game, calculate the remaining time and display this rounded value as a whole number on the stage.
-Run out of time, the player loses.

___________________________________________________________
Please test your devices for compatibility prior to registering for this class. Go here to test: https://scratch.mit.edu/projects/editor/?tutorial=getStarted

Scratch will run in most current web browsers on desktops, laptops, and tablets. The Chrome browser is ideal. Internet Explorer is NOT supported. If you encounter a WebGL error, try a different browser.

*****If using an iPad/tablet, a Bluetooth keyboard and mouse will be required for all the functions to work properly.****

__________________________________________________________
The material in this lesson is licensed through CreateCodeLoad. I ask that you please not publish the game publicly on Scratch. You may take the concepts you learned to publicly share a game you create using your own graphics and code.

학습 목표

Develop programs with sequences and simple loops, to express ideas or address a problem. Develop plans that describe a program’s sequence of events, goals, and expected outcomes.  Identify and fix errors using a systematic process. Using correct terminology, describe steps taken, and choices made during the iterative process of program development. Create several computational artifacts for practical intent, personal expression, or to address a societal issue.

강의 계획서

3 레슨
3 주 이상
레슨1:
Lesson 1: Get the Starter Project.
 Objectives:
- Program the blue door to lead to the field, the brown door to lead to the moon, and the orange door to lead to the forest.
- Make sure the door sprites show in the main room and hide once your main character gets to the field, the forest, and the moon.
-Make sure the exit sprite shows once your main character arrives at the field, the forest, and the moon, and hides while your main character is in the main room.
-Program the exit sprite to lead back to the main room. 
45 분 온라인 라이브 레슨
레슨2:
Lesson 2: Hide the Money!
 Objectives:
- At the start of the game, randomly pick a place for the quarter sprite to hide.
- Keep track of the amount of money collected by your main character, and display this value on the stage.
- When your main character gets to a coin, have it show up again in a random location. 
45 분 온라인 라이브 레슨
레슨3:
Lesson 3: One Way to Win! Two Ways to Lose!
 Objectives:
-Randomly select the amount of funds required.
-When the collected amount matches the target, the player wins!
-If the collected amount exceeds the target, the player loses.
- Throughout the game, calculate the remaining time and display this rounded value as a whole number on the stage.
-Run out of time, the player loses. 
45 분 온라인 라이브 레슨

그 외 세부 사항

학부모 가이드
Remember to keep your private information private - for example, no last names, home cities, or gaming handles shared within the classroom. Please review with your student before class. For students using Scratch at https://scratch.mit.edu/ a user account should be created by parents in order to save students' progress. In creating an account, certain personally identifying information, generally consisting of the student’s or parents' name and e-mail address, must be provided to Scratch's website operator in order to create an account. Projects are UNSHARED by default and user information is not shared within the Outschool classroom. Scratch does not make private account information available to anyone. For more information, please see Scratch's Privacy Policy located here: https://scratch.mit.edu/privacy_policy An alternative to creating an account is to download the Scratch 3 app found here: https://scratch.mit.edu/download This will save all work locally to your computer and your student will not be able to share with the online community until you decide to create an online account.
수업 자료
It is strongly encouraged to have two devices. One device for Zoom (laptop, desktop computer, smartphone or tablet) and a second device for coding 

BEFORE CLASS, please be sure to have Scratch 3 installed on the device you will be coding with. This will save us class time if everyone is ready to go when class starts. 

Computer users, please download Scratch at https://scratch.mit.edu/download

If a student is using a tablet/iPad, please be sure your student knows how to FIND  https://scratch.mit.edu/, and LOG IN with their own username and password. This should not be shared with the class. Please remind them to keep it confidential.

An external keyboard and mouse will be REQUIRED for all the functions to work properly.
Outschool 외 필요 앱/웹사이트
이 수업에서는 아웃스쿨 교실 외에도 다음의 툴을 사용합니다:

선생님을 만나보세요

5.0
581수강 후기
인기 선생님
인기 수업
프로필
교사 전문성 및 자격증
펜실베니아 교직증명서
학사 학위 화학 공학 University of California, Santa Barbara에서
Great teachers form strong relationships with their students by engaging them in the subjects they are passionate about. I have always been a logical thinker who enjoys science, math, technology, and engineering both for work and play. 

I worked as an engineer for companies like Frito-Lay, Anheuser-Busch, Amgen as a consultant for many years improving their systems with automation and equipment. Once I became a parent, I began teaching extra-curricular classes as a way to have more time at home, but stay involved in subjects that bring me joy. 

Realizing that by being warm, professional, and enthusiastic, I am able to engage students. My creative lessons and strong classroom presence help build student confidence while increasing interest in subjects that may otherwise seem intimidating. 

리뷰

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