Scratch Jigsaw Method Feelings and Variables

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Worksheets provide guidance throughout the program creation. Mind the following symbols that structure your work progress and show subgoals, provide help, mark and explain challenging and important notes include assignments and activities. Jigsaw Method: Sensingings and Variables You will learn how to use and to teach the characters, for example the cat, to feel. Besides that, you will get to know what the variables are for in this context. Are you curious by now? Well let s get started! Sensing using variables: The cat is supposed to wait until it is touched; it should then ask for your name, which you then also enter! Detailed instructions are yet to come For this purpose, we first set the start condition. Select the start condition "if-green-flag-clicked" from the Events menu "scripts" menu and simply drag it right into the free field in your programming interface. Start/Stop Programming interface 1

The cat is to be observant to you as soon as the mouse-poninter touches it. For this purpose, you will find the following puzzle section in the menu scripts in the Control area: Due to this puzzle piece the cat waits until a condition - which you can still insert into the jigsaw piece is fulfilled. In our example, it will wait until you touch it with the mousepointer. For this purpose, choose the following condition. Therefore, click on the Sensing button: You can select the mouse-pointer here. As soon as you touched the cat, it is supposed to ask you by whom it is going to be stroked. For this, change the following jigsaw piece of Sensing: The question can be inserted in the puzzle piece. This is how your program is supposed to look like by now. You can fill in your name here! 2

For the noticing how often you stroked it (i.e. clicked on it), we now create a "memory", a so-called variable. The variable gets a suitable name, for example "stroke counter". By placing a tick mark the stroke counter becomes visible on the stage! Every time we click on, the should start counting again from "0". This is why we set the variable to 0 in this program section, so the knows when to start counting. For this to work in your program, you set the strokes counter to 0, as well. You can find the matching puzzle part under Data. Just drag it under your existing puzzle pieces into your programming interface. If your program looks like this, you have done everything right! Let s go to the second part! 3

What exactly is your program able to do right now? What can I feel? What is the variable doing? Explain your current program in your own words! 1. 2. 3. 4. Keep in mind: We want the cat to notice that we stroke it. It is also supposed to know, when it is being stroked. In addition, we display our counts on the stage with the help of our created variables (alias "strokes counter"). 4

Counting with the help of variables: After we have created our variable, we want to use it now. The cat should now count, or to be more specifically, it should remember how often it was stroked. This is what we are doing in the second part of the program, which we start with the condition "if-i-clicked". This part of the program is activated every time we click on the cat. Choose the "When-this-sprite-clicked" of Events from the scripts menu and put it under your first program. Now drag "change-strokes-counter-plus 1" Data from your created variable under this block, in order to let the start counting. This should now look like this: Next we teach the to say thank you as soon as it was stroked 5 times. For this, we use the "if-then"-command from the Control: If the cat was stroked 5 times, Then it should then say thank you. Now drag the condition that is to be fulfilled to the command above. In our case, if the cat has been stroked 5 times, that is, the stroke counter is 5. We use the comparison-operator: It compares whether the left value is equal to the right. This looks like this: 5

Fill in the following puzzle piece into the if-then command, in order to let the say thank you for stroking it. Add to the white area: Thank you for stroking!. The puzzle piece that has to be filled in, can be found in the menu item Appearance. Are there any questions? Test you program! Did your program work? Why did you enter your name in the first part of your program? Because the cat is supposed to address you, when it says thank you! But how does the cat still remembers your name? Because it has stored it in the already existing variable and can therefore access it at any time. You can connect the with the sentence you want to say with the help of an operator. This should look like this: Does the second part of the program look like this? Congratulations! You have reached your goal! 6