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2.2 Visual Programming

Pre-Technical Studies · Grade 9 · 15 lessons in the design

What this covers

  • Meaning of visual programming and how it differs from typed programming
  • The parts of a visual programming environment: stage, sprites, block palette and script area
  • Event blocks and how a script is started
  • Motion blocks and the coordinate system of the stage
  • Looks and sound blocks
  • Sequence: the order of blocks in a script
  • Loops: repeat, forever and repeat until
  • Conditional statements: if, and if else
  • Sensing blocks and conditions
  • Variables: creating, setting and changing them
  • Operators: arithmetic, comparison and random numbers
  • Testing and debugging a script
  • Planning, building and presenting a project

What you will be able to do

  • explain the meaning of visual programming
  • identify the parts of a visual programming environment
  • create scripts using event, motion, looks and sound blocks
  • apply sequence, loops and conditional statements in a script
  • use variables and operators in a project
  • test and debug a script
  • develop and present a visual programming project
  • appreciate the use of visual programming in solving problems

Key questions

“How do we make a computer do what we want without typing code?”

Lessons

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  1. What visual programming is
    40 min · 1 practice tasks · quiz
    Dragging blocks that snap together instead of typing text. Same logic, no typos.
  2. The four parts of the screen
    40 min · 1 practice tasks · quiz
    Palette, script area, stage, sprite list. Every sprite has its own scripts.
  3. Event blocks
    40 min · 1 practice tasks · quiz
    The domed top means the script starts here. Nothing runs without one.
  4. Motion and the stage grid
    40 min · 1 practice tasks · quiz
    The centre is 0,0. Move follows whichever way the sprite is pointing.
  5. Looks and costumes
    40 min · 1 practice tasks · quiz
    Costumes plus a loop is all that animation is.
  6. Sound
    40 min · 1 practice tasks · quiz
    Until done waits. Start sound does not. Starting a sound in a loop makes a buzz.
  7. Sequence: order is the program
    40 min · 1 practice tasks · quiz
    A script runs top to bottom. The same blocks in two orders are two programs.
  8. Loops
    40 min · 1 practice tasks · quiz
    Repeat, forever and repeat until. A loop is why programs are short.
  9. Making a decision
    40 min · 1 practice tasks · quiz
    If and if else. An if is checked once, so put it in a forever loop to keep watching.
  10. Sensing
    40 min · 1 practice tasks · quiz
    Hexagons answer yes or no. Ovals hand back a value. Answer is overwritten by the next ask.
  11. Variables
    40 min · 1 practice tasks · quiz
    A labelled box. The name stays, the value changes, and it survives between runs.
  12. Operators
    40 min · 1 practice tasks · quiz
    Arithmetic, comparison and random. Operators drop into other blocks and nest.
  13. Debugging
    40 min · 2 practice tasks · quiz
    Read it aloud one block at a time. Debugging is reading, not guessing.
  14. Planning a project
    40 min · 1 practice tasks · quiz
    Six questions first, then build in four tested stages.
  15. Build it: the whole sub-strand in one script
    40 min · 1 practice tasks · quiz
    Event, variable, loop, condition. That shape builds almost anything.