4/15/2024 0 Comments Scratch coding gameEntering a number less than 1 will cause the rover to move one step only after the arrow key has been pressed multiple times, dependent on the decimal used. The lower the number, the slower the rover will move. Each arrow key should move the rover the same number of steps. Students may experiment with their code by adjusting the number of steps they want their rover to move each time an arrow key is pressed. The Stage area of the screen should now display your selected backdrop image. Choose the Moon or Mars surface image of your choice. Create a new backdrop by moving the mouse over Choose a Backdrop in the Stage window and selecting Upload Backdrop.On the Scratch website, sign in and click Create to begin a new project.Download the Mars or Moon backdrop and Mars or Moon rover sprite images and save them to a computer.Jump to: Section 1 - Create a Drivable Rover (10-20 minutes) Section 2 - Add Science Targets (10-20 minutes) Section 3 - Add a Countdown Timer (10-20 minutes) Section 4 - Add a Scoring System (10-20 minutes) Section 5 - Add Hazards (10-20 minutes) Section 6 - Add Landing Code (10-20 minutes) Students can view the Scratch Rover Project page and work independently to complete the tasks if appropriate. They should create a drivable rover and complete a teacher-determined number of game elements listed below. Once an account is created and students are ready to load their rover sprite and background onto the dashboard. Students will need individual accounts, or instructors can sign up for a teacher account to create and manage accounts for groups of students at. The game can also be tested and played in full screen by clicking the full-screen mode icon. Game testing can be done by running the game in editor mode, or clicking See project page in the top section of the editing window. Student players should provide feedback about what happened when they played, as well as what they thought should have happened.
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