Scratch is visual programming language, where you can develop interactive projects. This targets to children in primary and middle schools, where they can start learning new way of developing projects. This starts with the basics of start learning scratch. This tool is open to all age group.
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To understand the different flash work spaces.
To understand the stage.
Understand the menu.
To learn the use of tools.
To understand the history.
To know the keyboard shortcuts in flash.
To know the library
Understand the timeline.
learn how to add, rename, hide, show, move and remove layers.
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learn how to organize the layers in folders.
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Scratch is a simple environment designed by the Kindergarden Lifelong Learning Group at MIT.
In Scratch, sprites (objects) are manipulated on the stage (background) using various scripts (small program segments). Each sprite has its own set of scripts to control its behaviors and how it interacts with other sprites and events.
Unreal Engine Basics 05 - User InterfaceNick Pruehs
Fifth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding the difference between Unreal’s UI frameworks Slate and UMG
- Learning how to create basic and complex user interfaces in UMG
- Learning how to build a simple main menu
LESSON OBJECTIVES:
To understand the different flash work spaces.
To understand the stage.
Understand the menu.
To learn the use of tools.
To understand the history.
To know the keyboard shortcuts in flash.
To know the library
Understand the timeline.
learn how to add, rename, hide, show, move and remove layers.
Understand the placing of layers.
learn how to organize the layers in folders.
learn what is frame
learn how to add, move and remove key frame.
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This presentation is a walkthrough of 5 tools which complement each other and can be used in combination to thoroughly test a web site. This is a balanced system of testing for WCAG guidelines, and for issues which must be experienced from a user’s point of view.
This is the block and vocabulary deck that captures the keywords used during the introductory lesson for the CodeTigers/STEM Impressionists' live stream "Starting with Scratch - Introduction to Scratch" lesson. YouTube class link: https://www.youtube.com/watch?v=oZdKo3e4sOo&list=PLojHYcMFUgmqESfusKm5olQqP3WBpvMsZ&index=1&t=190s
Scratch is a simple environment designed by the Kindergarden Lifelong Learning Group at MIT.
In Scratch, sprites (objects) are manipulated on the stage (background) using various scripts (small program segments). Each sprite has its own set of scripts to control its behaviors and how it interacts with other sprites and events.
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Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
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2. SCRATCH
• Developed by MIT media lab.
• Visual programming language.
• Learning environment.
• Allows to create interactive, media-rich projects.
• Allows to create animated stories, educational projects,
games, and simulations.
3. DOWNLOADS
• Offline version: Work from anywhere. And no internet is
required to build the projects. Can upload your project to
your online account.
Https://scratch.mit.edu/download
• Online Version: Requires internet. Sign in to start new
projects.
https://scratch.mit.edu/
4. TYPES OF BLOCKS IN SCRATCH
Blocks
Command
Blocks
Function
Blocks
Trigger
Blocks
Control
Blocks
Have a notch on
the top and a
matching bump
on the button.
Do not have
notches.
Returns a
value.
Have rounded
top.
Run blocks
below them.
Have opening
to hold other
blocks.
6. STAGE CURRENT SPRITE PANEL
SPRITE LIST CODE BLOCKS PALETTE
START PROGRAM
STOP PROGRAM
7. STAGE
Where your Scratch Programs run. It has
• One or more backgrounds (images on the background of the
screen)
• Any code blocks associates with it.
SPRITE
Any object that goes on the stage is a sprite. In Scratch, the sprite is:
• The image on the stage
• Any alternative costumes (looks) it has
• Any sounds associates with it
• Any code blocks associates with it The current sprite is the one that
is selected in the sprite list.
CODE BLOCKS PALETTE
Code in Scratch comes as blocks, that you click together to make
programs. You choose blocks from the code blocks palette and drag
them into the current sprite panel, then click them together. There
are 10 categories of blocks, which are colour coded, and you can
select each category from the list at the top of the code blocks
palette.
9. Motion blocks:
These blocks control the movement of the sprite
Looks blocks:
This category includes several blocks of code that can be used to
modify the appearance of a sprite. With these blocks, you can apply
graphic effects to the sprite, change the color of the sprite, or change
the size of the sprite.
Sound blocks:
These blocks add and control sound in your Scratch
project.
Event blocks:
These blocks control when and how the scripts are activated. With
these, you can control whether a script starts running when the user clicks
the green flag or a sprite
Control blocks:
These blocks control how the scripts run. For example, you can
pause the script for a specified amount of time or you can repeat a sequence
of blocks a specified number of times.
10. Sensing blocks:
These blocks are used if you need to detect things in your scripts. Some of
these blocks also allow interaction with a webcam or interaction with the
user.
Operators blocks:
These blocks perform math functions, such as adding, subtracting, and
dividing numbers. You can also perform operations on strings of
characters, such as comparing them and adding multiple sentences or
words to create a new sentence.
Pen blocks:
These blocks control the pen, which you can use to draw on the
stage.
11. CHANGE BACKDROP AND COSTUMES
To change background:
1. Click on the white rectangle shape named “stage 1
backdrop”
2. Click on choose from backdrop library.
3. Select a backdrop and click ok.
To change costume:
1. Click on the cat sprite.
2. Click on choose from library.
3. Select from options and click ok
15. TYPES OF MOTIONS COMMANDS
• Absolute Motion
Scratch has four absolute motion commands: Go to, glide to, set x to,
and set y to. These commands tell your sprite exactly where to go.
• Relative Motion
You can move a sprite on the stage using relative motion commands:
move three steps, then turn right, then move two steps.
• Other motion commands
Point towards; if on edge, bounce; and set rotation style.
17. PEN PALETTE
• Pen command is used to see the actual path of sprite
travels.
• Allows to control the pen’s size, pen’s color and pen’s
shade.
• Draw geometric figures.
• Moving and turning a sprite on the stage using the arrow
keys.
18. PEN PALETTE
• Set pen color: click the command and click anywhere to
choose a color.
• Set pen size: to increase or decrease the font size of the
pen
• Pen down: draws the figure.
• Pen Up: when use pen up, no figure is drawn.
20. CONTROL PALETTE
• Duplicating your script can make your program longer.
• Use repeat command from control palette to avoid
writing the code multiple times.
21. Without use of repeat command:
• Move 100 distance and turn 120° anticlockwise.
• Move 100 distance and turn 120° anticlockwise.
• Move 100 distance and turn 120° anticlockwise.
With repeat command:
• Repeat 3
Move 100 distance and turn 120° anticlockwise.
23. PRACTICE 1
• Try out other commands in event palette to see how it
works.
• Try out other commands in motion palette to see how it
works.
• Try out other commands in pen palette to see how it
works.
• Try out other commands in control palette to see how it
works.
24. PRACTICE 2
1. Move your sprite 100 steps and turn the sprite 60
degree using right arrow key. Add a 5 seconds wait
between the move and turn.
2. Draw a pentagon and hexagon using repeat block.
3. Create a project: a cat is catching a muffin. [Hints: Use
motion palette, control palette, events palette, pen
palette