Module 2: Open Ended Activities

Module 2: Open Ended Activities

After learning the fundamentals in Module 1, a whole new world of possibilities opens up. Each lesson in this module takes students to the brink of creating a playable game in Scratch and leaves them with a set of improvement suggestions that would take the game to the next level of playability. The idea here is that each student in class can complete a different amount of upgrades and in a different fashion. The applications in this module are a clock, a dice game and a game with a chasing movement dynamic.

Student Outcomes of this Module:

  • Students use timers, delays and loops to create a ticker and eventually a clock and a countdown timer
  • Students use random numbers and several variables to create a dice game that they can play against a friend
  • Students create a game which trains their reflexes based on a costume change coming on in a random amount of time
  • Students create a mouse following dynamic which has their Sprite moving by chasing the mouse and use it to get the Sprite to navigate a maze

Your Instructor

Sanjin Dedic
Sanjin Dedic

Sanjin combines his passion for teaching and education with an in-depth understanding of a vast array of technologies. He graduated in 2007 from The Australian National University, majoring in Robotics and Computer Vision. He has a unique ability to adapt various engineering concepts into hands on classroom activities and teach everything from Scratch, Python, Arduino to Raspberry Pi to very young audiences. His role with Techxellent centres around doing this on a larger scale in an easy to follow ‘progression model’ which imbues students with a new mindset required for innovation and analytical thinking. In 2016 his goal is to raise the bar in student engagement with programming and robotics by enabling students to communicate with computers much like they do with their friends— using facial expressions and hand gestures.

Frequently Asked Questions

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