Unit 4 - Games
Unit 4 - Games
GAMES
POSSIBLE PATH
What do all games How can you use How can you add What are different Tackle nine Scratch Help!
have in common? Scratch to build an score to a game ways of extending programming Can you debug
interactive game? using variables? and increasing puzzles. these five Scratch
difficulty in a game? programs?
UNIT 4 ACTIVITY
DREAM GAME OBJECTIVES
By completing this activity, students will:
15–30 MINUTES
❑ Divide students into small groups of 2-3 people. ❑ paper to write down game design elements
❑ things to sketch with (pencils, pens, markers, etc.)
❑ In their small groups, ask students to generate a list of
games that they enjoy playing. They can compose the
list using their design journals or a sheet of paper. We REFLECTION PROMPTS
suggest facilitating the brain dump brainstorming
activity: give students a short time period (1-2
+ Make a list of your favorite games.
minutes) to write down as many games as they can.
+ What do the games have in common?
Then, have students narrow down their favorites from
+ What features of their design make them a game?
the brain dump list.
+ Create a list of design elements for your dream
❑ After a few minutes, ask groups about their list of game.
games:
What do the games have in common?
What features of their design make them a game? REVIEWING STUDENT WORK
❑ Facilitate a class discussion about what characteristics
make up a game and generate a class list of common + Do the dream game lists include features of games?
game mechanics. Next, ask students to imagine their + What design elements are similar or different from
dream game and write a list of design elements for the class group list?
that game. + What do the lists tell you about the kinds of games
and the types of play your students enjoy?
❑ Invite students to share their dream game lists in their
small groups or critique groups (see Unit 0 Critique
Group activity) to get feedback and suggestions.
DREAM GAME
LIST RESPOND TO THE FOLLOWING REFLECTION PROMPTS
USING THE SPACE PROVIDED BELOW OR IN YOUR
REFLECTIONS
DESIGN JOURNAL.
START HERE
❑ Draw a maze-like background and use different
colors for the walls and end-of-maze marker.
❑ Add a sprite.
❑ Make your game interactive!
These scripts give the player control over sprite movement in the
maze.
THINGS TO TRY
❑ Add multiple levels to your game! This can This tells your sprite where to begin
be done through the use of different and marks the start of the maze.
backdrops and using broadcast blocks to
trigger the next level. This tells the end-of-maze sprite
❑ Use the make a variable block to keep score! that players win when the ball
❑ Experiment with timer blocks to add new touches this sprite.
challenges to your maze!
This will cause your sprite to bounce off
the blue walls of the maze.
START HERE
❑ Create two sprites: a paddle for the user to
control and a ball the user will be playing with.
❑ Make your paddle sprite interactive.
❑ Bring your game to life!
THINGS TO TRY
❑ How do you add difficulty to your game?
Creating different levels, using a timer, or
keeping score are a few examples of things
you could do.
❑ Experiment with changing the look of your Interacts with the walls
game by editing the backdrops! Interacts with the paddle
❑ Explore using different key presses to control
your sprites! These control the ball - if touching the paddle or a wall, it continues moving. If
touching red (meaning the ball moved past the paddle) the game ends.
FINISHED?
BLOCKS TO PLAY WITH FINISHED?
FINISHED?
START HERE
❑ Create two sprites: one for the player to control Controls sprite movement
THINGS TO TRY
This creates clones, which are used in the
Causes sprite to constantly fall downward
script below to make the bars scroll across
❑ How do you add difficulty to your game? the screen:
Creating different levels, using a timer, or
keeping score are a few examples of things
you could do.
❑ Experiment with changing the look of your
game by editing the backdrops!
❑ Explore using different key presses to control
your sprites!
Specifies when the game ends
FINISHED?
BLOCKS TO PLAY WITH FINISHED?
REFLECTIONS
DESIGN JOURNAL.
START HERE
❑ Go to the Fish Chomp project page:
http://scratch.mit.edu/projects/10859244
❑ Click on the Make a Variable button in the Data
category to create and name a variable for
score.
❑ Experiment with your new variable blocks to
incorporate score into your project!
E E LI NG
F
U C K?
ST E THIN
GS…
THES
THAT ’S O KAY! TRY FINISHED?
+ LEVELS http://scratch.mit.edu/projects/1940453
HOW CAN YOU EXTEND AND Demonstrates how to change levels. Score increases by 1 every time
REIMAGINE GAMES IN SCRATCH? the space bar is pressed. Level increases by 1 for every 10 points.
+ REWARDS http://scratch.mit.edu/projects/1940456
START HERE Demonstrates how to collect items. Use the arrow keys to move
the Scratch cat around to collect quest items.
❑ Go to the Extensions studio:
http://scratch.mit.edu/studios/475619 + MOUSE http://scratch.mit.edu/projects/25192659
Demonstrates how to program the mouse to control game play.
❑ Choose one (or more) of the extensions to Move the mouse to move the paddle.
explore.
❑ Incorporate your choice into your previously + RESTART http://scratch.mit.edu/projects/25192935
Demonstrates how to make a button to restart the game. Click on
started game projects!
the RESTART button to restart.
+ MENU http://scratch.mit.edu/projects/25192991
Demonstrates how to display a menu screen at the beginning of
the game. Click START or DIRECTIONS on the menu screen.
+ MULTIPLAYER http://scratch.mit.edu/projects/25192711
Demonstrates how to add another player to the game. Player 1
uses the arrow keys to navigate Pico through the maze, and player
2 uses the W, A, S, D keys to navigate Nano through the maze.
+ The backpack can be an extremely useful tool while + Add another extension to your maze, pong, or scrolling
programming in Scratch. It can store everything from game.
lines of code, to music files, to sprites, and more. Try using + Challenge yourself to do more! Continue going through
it to incorporate extensions into your game projects. each of the extensions and add them to your games.
+ Alternatively, sketching out ideas and bits of code in your + Help a neighbor!
design journal is another great method for planning how + Share your project with a neighbor and give each other
to incorporate your extensions. feedback on your games.
UNIT 4 REFLECTION
EXTENSIONS
NAME:
WHAT DIFFERENTIATES A SCRATCH ❑ PUZZLE 2: Whenever the sprite hears a loud sound, it changes color.
PROJECT FROM A STILL IMAGE OR A VIDEO?
Tackle these nine puzzles that engage some of ❑ PUZZLE 3: Whenever the sprite is in the top 25% of the screen, it
the more advanced concepts in Scratch related to says "I like it up here."
interactivity. Each of these challenges has several
possible solutions.
❑ PUZZLE 4: When the sprite touches something blue, it plays a high
note. When it touches something red, it plays a low note.
START HERE ❑ PUZZLE 5: Whenever two sprites collide, one of them says: "Excuse
me.”
❑ Create a Scratch program for each of the nine
interactivity puzzles.
❑ PUZZLE 6: Whenever the cat sprite gets near the dog sprite, the dog
turns and runs from the cat.
E L I N G
FE
❑ PUZZLE 9: Whenever you move the mouse-pointer, the sprite follows
but doesn't touch the mouse-pointer.
U C K ?
ST E THIN
GS…
HES
O KAY ! TRY T FINISHED?
THAT’S
❑ Before getting started in Scratch, write down ideas in + Add each of the projects you create to the Interaction
your design journal for possible ways of programming Studio: http://scratch.mit.edu/studios/487213
each of the interactivity puzzles. + Help a neighbor!
❑ Work with a neighbor. Collaborating with a partner can + Discuss your strategies for approaching each puzzle with
be a great way to solve problems and gain new a partner. Take notes about the similarities and
perspectives on ways of programming in Scratch! differences in your methods.
UNIT 4 REFLECTION
NAME:
INTERACTIONS
REFLECTIONS RESPOND TO THE FOLLOWING REFLECTION PROMPTS
USING THE SPACE PROVIDED BELOW OR IN YOUR
DESIGN JOURNAL.
❑ Optionally, have the Unit 4 Debug It! handout ❑ Unit 4 Debug It! handout
available to guide students during the activity. ❑ Unit 4 Debug It! studio
http://scratch.mit.edu/studios/475634
❑ Help students open the Debug It! programs from the
Unit 4 Debug It! studio or by following the project
links listed on the Unit 4 Debug It! handout. Encourage REFLECTION PROMPTS
students to click on the “Look Inside” button to
investigate the buggy program, tinker with problematic
+ What was the problem?
code, and test possible solutions.
+ How did you identify the problem?
❑ Give students time to test and debug each Debug It! + How did you fix the problem?
challenge. Optionally, have students use the remix + Did others have alternative approaches to fixing the
function in Scratch to fix the bugs and save corrected problem?
programs.
❑ Ask students to reflect back on their testing and REVIEWING STUDENT WORK
debugging experiences by responding to the reflection
prompts in their design journals or in a group + Were students able to solve all five bugs? If not, how
discussion. might you clarify the concepts expressed in the
❑ Create a class list of debugging strategies by collecting unsolved programs?
students’ problem finding and problem solving + What different testing and debugging strategies did
approaches. students employ?
EE L IN G
F
In this project, Scratch Cat is navigating a maze to get to the
yellow rectangle. But Scratch Cat can walk through walls. How do
U C K ? we fix the program?
ST E THIN
GS…
Y THES
THAT’S
OKAY ! T R
FINISHED?
❑ Make a list of possible bugs in the program. + Add code commentary by right clicking on blocks in your
❑ Keep track of your work! This can be a useful reminder of scripts. This can help others understand different parts of
what you have already tried and point you toward what to your program!
try next. + Discuss your testing and debugging practices with a partner.
❑ Share and compare your problem finding and problem Make note of the similarities and differences in your
solving approaches with a neighbor until you find strategies.
something that works for you! + Help a neighbor!
UNIT 4 REFLECTION
NAME:
DEBUG IT!
REFLECTIONS RESPOND TO THE FOLLOWING REFLECTION PROMPTS
USING THE SPACE PROVIDED BELOW OR IN YOUR
DESIGN JOURNAL.