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UNIT 2_ programming
Technologies 1 ESO
gabriela-teacher.blogspot.com
INTRODUCTION
&
FIRST STEPS
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)
 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?
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?
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.
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.
SCRATCH INTERFACE
STAGE: Shows the results
THUMBNAILS: Shows the sprites and backdrops
BLOCKS: Commands,
costumes and sounds
WORKSPACE: Where
we drag and drop
blocks to create
code
THE STAGE AREA
PROJECT’S name
Save, open or
download a project
LANGUAGE
settings
REDUCE/ENLARGE
object
DUPLICATE
object
DELETE
object
FULL SCREEN RUN/STOP program
THE THUMBNAILS AREA
SPRITES 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)…
BLOCKS WINDOW
SCRIPTS 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…
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.
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.
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.
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?
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!
Youhavecreatedyour firstprogram

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Presentation unit 2 programming

  • 1. UNIT 2_ programming Technologies 1 ESO gabriela-teacher.blogspot.com
  • 3. 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)
  • 4.  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?
  • 5. 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?
  • 6. 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.
  • 7. 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.
  • 8. SCRATCH INTERFACE STAGE: Shows the results THUMBNAILS: Shows the sprites and backdrops BLOCKS: Commands, costumes and sounds WORKSPACE: Where we drag and drop blocks to create code
  • 9. THE STAGE AREA PROJECT’S name Save, open or download a project LANGUAGE settings REDUCE/ENLARGE object DUPLICATE object DELETE object FULL SCREEN RUN/STOP program
  • 10. THE THUMBNAILS AREA SPRITES 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)…
  • 11. BLOCKS WINDOW SCRIPTS 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…
  • 12. 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.
  • 13. 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.
  • 14. 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.
  • 15. 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?
  • 16. 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! Youhavecreatedyour firstprogram