Table of contents
- Preface
- General background information
- Preview
- Discussion and sample code
- Run the program
- Student programming project
- Summary
- What's next?
- Resources
- Miscellaneous
Preface
This module is one in a collection of modules designed to help beginners of all ages (8 and up) learn how to create the code for computer programs. Information is provided not only for the beginners themselves butalso for their parents and teachers where appropriate.
The purpose of this module is to teach you about structured programming; the sequence structure, the selection structure, and the loop structure. The module will also teach you how to write a Scratch program that illustrates the selection structure, mouse events, and Cartesian coordinates.
The module also presents a student project by which you can demonstrate your understanding of the concepts learned by studying the module.
Viewing tip
I recommend that you open another copy of this module in a separate browser window and use the following links to easily find and view the imageswhile you are reading about them.
Images
- Image 1 . The sequence structure in pseudocode.
- Image 2 . The selection structure in pseudocode.
- Image 3 . The loop structure in pseudocode.
- Image 4 . User interface for the program named IfSimple01.
- Image 5 . A paraphrased version of the Scratch code.
- Image 6 . Program code for the left beach ball
- Image 7 . Initializing the position and orientation of the basketball.
- Image 8 . All of the code that applies to the basketball.
- Image 9 . Pseudocode for a selection structure.
- Image 10 . Two independent decisions.
- Image 11 . Selection control structures available in Scratch.
- Image 12 . Programming blocks belonging to the Sensing group.
- Image 13 . Programming blocks belonging to the Motion group.
- Image 14 . Initial output from the program named IfWithVar01.
- Image 15 . Program output after having clicked twice in the Stage area.