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Scratch Key

Answer Key for learning to a beginners guide to computer programming for kids scratch. Chapter 1: a method of communicating or "talking" with a computer. Chapter 2: a 2D object used in a game or program.
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0% found this document useful (0 votes)
521 views7 pages

Scratch Key

Answer Key for learning to a beginners guide to computer programming for kids scratch. Chapter 1: a method of communicating or "talking" with a computer. Chapter 2: a 2D object used in a game or program.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Answer Key

for

Learning to
a beginners guide to computer programming for kids

Scratch

by Tannis Calder

Chapter 1:
1. MIT (Massachusetts Institute of Technology- Life Long Kindergarten Group) 2. A method of communicating or talking with a computer. 3. Low-level languages like assembly language is closer to machine language and binary, high-level languages are closer to human language (like English). A high-level language must be translated into lower-level languages before a computer will understand it. Most programmers today use high-level programming languages. 4. a switch in a computer that stores information - can be only on or off. 5. 8 bits - can represent 256 values 6. IDE -an application that allows programmers to create, run, and debug their programs 7. it is free 8. Mac, Windows, Linux 9. scratch.mit.edu Need a little Challenge: 1. a) 1100 b) 10 c)1100100 d)1000000 e) 110 f) 1011 g)11110 h) 1101101 2. a) 5 b) 17 c) 21 d) 18 3. 10 in binary means two - so the saying is true, but those who don t know binary would be confused because they will think 10 means ten. Developer s Challenge:
Char A B C D E F G H I J K L M Binary 100 0001 100 0010 100 0011 100 0100 100 0101 100 0110 100 0111 100 1000 100 1001 100 1010 100 1011 100 1100 100 1101 Decimal 65 66 67 68 69 70 71 72 73 74 75 76 77 Char N O P Q R S T U V W X Y Z Binary 100 1110 100 1111 101 0000 101 0001 101 0010 101 0011 101 0100 101 0101 101 0110 101 0111 101 1000 101 1001 101 1010 Decimal 78 79 80 81 82 83 84 85 86 87 88 89 90

Char a b c d e f g h i j k l m

Binary 110 0001 110 0010 110 0011 110 0100 110 0101 110 0110 110 0111 110 1000 110 1001 110 1010 110 1011 110 1100 110 1101

Decimal 97 98 99 100 101 102 103 104 105 106 107 108 109

Char n o p q r s t u v w x y z

Binary 110 1110 110 1111 111 0000 111 0001 111 0010 111 0011 111 0100 111 0101 111 0110 111 0111 111 1000 111 1001 111 1010

Decimal 110 111 112 113 114 115 116 117 118 119 120 121 122

* Note to teacher - notice the relationship between upper and lower case letters in the ASCI binary code - there is only a one digit difference.

Chapter 2:
1. a) a 2D object used in a game or program b) a stack of code blocks (set instructions) that tells the computer to do something d) one possible visual representation of a sprite (how it looks) e) a single instruction to the computer f) the background or screen area of your program g) button clicked to start your program 2. costume is for sprites, background is for stage 3. bottom right corner of IDE 4. left side of IDE 5. 6 6. looks like a plate doesn t change much - slight change in words click here for a new game 7. 2 8. 3 9. Bug (8 scripts) 10. Fruits (0 scripts)

Chapter 3:
1. a) slows down b) speeds up 2. multiprocessing gives commands to two or more processors and they are executed at the same time, multitasking gives more that one command to just one processor, and the tasks executes the commands by alternating back and forth. 3. a problem - something not working properly 4. no, the term bug was used before, but Grace Hopper found a real bug and popularized the term in computing 5. a licenses that allows people to share their work with others - licensing your work with it makes it free for people to take and use your work as long as they attribute (give credit to) the person who originally made it 6. yes, because it is licensed under the Creative Commons Attribution-Share Alike license

Chapter 4:
1. a) takes bigger steps, moves faster b) takes smaller steps, moves slower 2. delete if key up arrow pressed? and if key down arrow pressed? and their contents 3. on old typewriters placed frequently used letters far apart so they would not jam and get stuck 4. a) Paintbrush - paints free hand b)Eraser - erases any paint it touches c) Fill tool - lls an empty space or a solid colour with the chosen new colour or gradient d)Rectangle tool - draws rectangles (solid or outlined) e)Ellipse tool - draws circles and ellipses (solid or outlined) f) Line tool - draws straight lines g)Text tool - edit text layer - writes text on top of other drawing h)Select tool - move, modify or delete a selection i) Stamp tool - copies a selected area j) Eyedropper tool - selects a colour 5. the block you click and all block under it in the script 6. above the scripts area, net to the current sprite info - they set the restriction level of the sprite s rotation, full rotation, face only left or right or no rotation 7. makes the computer continually check to see if the keys are being pressed 8. right click on it in the sprite list area or the stage area and select delete

Chapter 5:
1. both sprites would be controlled with the arrow keys and move at the same time 2. a) reporter - sensing b) stack - looks, c) reporter - operators d) stack - motion e) stack - control f) hat - control

3. forever, repeat __, forever if __, if__, if__ else, repeat until __ 4. hat block

Chapter 6:
1. 2. 3. 4. make the sprite go to a random spot at the top of the screen falling item will only fall to the middle of the screen instead of the bottom it gets confused with the letter X which is often used as a variable a) truck b) cat c) star d) ball e) 180, 240

Chapter 7:
1. give it a value (usually zero) before it is used (usually as soon as the program starts) 2. Not fair, all of the points would go to player 1 - there wold be no way for player 2 to get points 3. Yes, but the purpose of the game would be changed - You would want to avoid all of the falling objets or some how make the other player catch them so that you win, or the person with the least points would win

Chapter 8:
1. 2. 3. 4. 5. variable runs slower - number counts down every 2 seconds instead of 1 runs faster number counts down every half second instead of 1 sensing answers may vary: timer is constantly running, can t start or stop it, only counts up not down, can only go one speed, etc. 6. input devices put signals or data into the computer (keyboard, game controller, mouse, microphone, etc.), output devices provide ways to put signals or data out of the computer (monitor, speakers, printer, etc) 7. means to carry into - comes from the latin words in- (into) and portare (carry)

Chapter 9:
1. the message would show at the beginning of the game and block the view 2. Answers may vary - any 10 of: touching_? touching colour_? colour_ is touching_? loud? mouse down? key__ pressed? sensor____? _<_ _=_

_>_ _and_ _or_ not_ 3. sensing and operators 4. a way to send a message from one sprite (or the stage) to one or more other sprites 5. game will not play (because it is less than zero) 6. control folder

Chapter 10:
1. Emile Berliner, used in the telephone 2. change the number 100 in the green pick random block to 1000. 3. The sound will start playing and nish before the written question pops up.

Chapter 11:
1. 2. 3. 4. the paint will appear to come from the middle of the paint brush, not the tip a) the paint line becomes thicker (larger) b) the paint line becomes very ne (small) to clear all paint from stage of the previous execution of the program it was a program created by Ivan sutherland that used a light pen to draw and communicate with the computer. It was the rst Graphical User Interface 5. Graphical User Interface - a way of communicating with computers with a pen or mouse and by manipulating graphics (pictures) 6. a way of interacting with computers by typing commands on the keyboard (text only, no pictures)

Chapter 12:
1. the other die is directly on top of the rst 2. give the second die different glide__ secs to coordinates 3. solutions will vary - all ve dice should have different randomized numbers and land in separate locations

Chapter 13:
1. show will bake a sprite visible, hide will make the block invisible (it can t touch other sprites, but it may still be moved and holds an actual position) 2. the ant would e able to walk though the walls 3. a) hover the mouse pointer over the sprite and get the coordinates from the mouseXY display below the stage viewing area. b) click on the motion folder - the location will be preloaded in the go to x:_ y:_ block. 4. helped to break up games into smaller pieces - could not hold full game in memory at one time 5. 1,048,576

6. solution: 4,194,240 bytes (1,048,576 bytes x 4 = 4,194,304 bytes on a 4 gig iMac. 4,194,304 - 64 = 4,194,240 bytes)

Chapter 14:
1. 2. 3. 4. 5. 6. a variable stores only one value, a list can store many values an array the number of values that are in the list click on the + button in the list and then click on the orange blank eld and type no the delete block is before the say block so the item is gone before it is referenced - it will name the item following the one that was deleted

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