Class 3 Exam  >  Class 3 Notes  >  Year 3 Computing IGCSE (Cambridge)  >  Chapter Notes: Be a Storyteller

Be a Storyteller Chapter Notes | Year 3 Computing IGCSE (Cambridge) - Class 3 PDF Download

Creating stories

  • In this unit, students will create and modify programs in Scratch to tell stories, focusing on logical thinking and program design.
  • Students will learn:
    • About logical thinking: Using structured reasoning to break down problems and create effective algorithms.
    • How to create programs with static objects: Including sprites that do not require code, serving as background or passive elements.
    • How to change code: Modifying code to achieve desired outcomes, such as adjusting movement or timing.

Algorithm to code

Logical thinking

  • Algorithms are created to solve problems or perform tasks by providing a clear sequence of instructions.
  • Writing an algorithm requires understanding the problem and devising a logical solution.
  • Logical thinkinginvolves:
    • Breaking down a problem into smaller, manageable parts.
    • Analyzing each part to determine the necessary steps to achieve the desired result.
    • Arranging the steps in a sensible order to ensure the solution is effective.
  • Example: Algorithm to make pancakes, using logical thinking to organize steps:
    • Steps identified:
      • Measuring out 1 cup of pancake mix.
      • Measuring out 1 cup of water.
      • Mixing all the ingredients together.
      • Adding extra water if the mixture is too thick.
      • Pouring the mixture into a heated pan.
      • Flipping and cooking the pancakes.
    • Ordered algorithm:
      StepInstruction
      1Measure out 1 cup of pancake mix
      2Measure out 1 cup of water
      3Mix all the ingredients together
      4Add extra water if the mixture is too thick
      5Pour the mixture into the heated pan
      6Flip and cook the pancakes
  • Logical thinking ensures the steps are sequenced correctly to achieve the task efficiently.
  • Keyword:
    • Logical thinking: The process of understanding a problem and devising a solution that is structured and sensible.

Creating programs

  • Scratch programs can include multiple characters or objects, some of which may not require code.
  • Static objects:Sprites that do not move or change, serving as background elements or passive objects in a story.
    • Example: A radio in a story that does not move or interact but is part of the scene.
  • Programs can combine characters with code (active sprites) and static objects to create interactive stories.
  • Example: Developing a program for a story where a girl (Anina Dance) walks to a radio and turns it on.
    • Story requirements:
      • The girl moves right when the space key is pressed.
      • When the girl touches the radio, music plays.
    • Algorithm for Anina Dance (Part 1):
      StepInstruction
      1When the Green flag is clicked
      2Say “A radio!” for 2 seconds
      3Wait until touching Radio
      4Switch to next costume
      5Start Dance Celebrate sound
    • Algorithm for Anina Dance (Part 2):
      StepInstruction
      1When space key is pressed
      2Move 20 steps
    • Implementation in Scratch:
      • Create a new Scratch project.
      • Add the Room 2 backdrop.
      • Add the Anina Dance and Radio sprites.
      • Position the sprites appropriately.
      • Add code to Anina Dance based on the algorithm, using blocks from the Events, Looks, Control, Sensing, and Sound groups.
      • The Radio sprite is a static object with no code, serving as a target for interaction.
  • Keyword:
    • Static objects: Sprites in a Scratch program that do not have any code and remain unchanged during execution.

Making changes to code

  • Modifying code allows programmers to adjust program behavior to achieve different outcomes.
  • Example: Changing the "Move" block in Scratch:
    • Changing from "move 150 steps" to "move 300 steps" makes a sprite move twice as far.
    • This adjustment alters the sprite’s final position without changing other aspects of the program.
  • Other adjustable coding blocks include:
    • "Wait () seconds" to change timing.
    • "Say () for () seconds" to modify dialogue duration or content.
    • "Switch costume to" to change a sprite’s appearance.
  • Example: Creating a Birthday Story in Scratch:
    • Setup:
      • Create a new Scratch project with the Party backdrop.
      • Add the Princess, Cake, and Balloon1 sprites.
    • Algorithm for Cake (Part 1):
      StepInstruction
      1When the Green flag is clicked
      2Switch costume to cake-a
    • Algorithm for Cake (Part 2):
      StepInstruction
      1When this sprite is clicked
      2Switch costume to cake-b
    • Implementation:
      • Add code to the Cake sprite to switch costumes as per the algorithm.
      • Add code to the Balloon1 sprite to change costumes, with a potential modification to double the time taken for costume changes.
      • Test the program by clicking the Green flag and adjust the "wait" block in the Balloon1 code to achieve the desired timing.

Did you know?

  • Storyboards are useful tools for planning stories in Scratch.
  • Storyboard characteristics:
    • Show examples of the intended story elements before coding begins.
    • Help organize the sequence of events, characters, and interactions in a story.
    • Allow planning of backdrops, sprite actions, and dialogue without writing code initially.

What can you do?

  • Use logical thinking to create algorithms by breaking down problems and ordering steps effectively.
  • Create Scratch programs that include static objects to enhance storytelling without requiring additional code.
  • Modify code in Scratch to achieve desired results, such as adjusting movement, timing, or sprite appearances.
The document Be a Storyteller Chapter Notes | Year 3 Computing IGCSE (Cambridge) - Class 3 is a part of the Class 3 Course Year 3 Computing IGCSE (Cambridge).
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FAQs on Be a Storyteller Chapter Notes - Year 3 Computing IGCSE (Cambridge) - Class 3

1. What is the basic algorithm for making pancakes?
Ans.The basic algorithm for making pancakes includes the following steps: 1) Gather ingredients such as flour, eggs, milk, sugar, baking powder, and salt. 2) In a bowl, mix the dry ingredients. 3) In another bowl, combine the wet ingredients. 4) Gradually mix the wet ingredients into the dry ingredients until smooth. 5) Heat a skillet and pour batter to form pancakes. 6) Cook until bubbles form, then flip and cook until golden brown. Serve warm.
2. How can I animate a sprite to move 150 steps in a coding program?
Ans.To animate a sprite to move 150 steps, you would typically use a programming environment like Scratch. You can use a block that says "move (150) steps." This command will make the sprite move forward by 150 units on the screen. Ensure that the sprite's direction is set before executing the move command.
3. What are the steps to animate a sprite to move 300 steps?
Ans.To animate a sprite to move 300 steps, similar to the previous example, you would use a coding block that states "move (300) steps." This will command the sprite to travel forward by 300 units. Make sure that the sprite's orientation is correct, and you can add additional commands if you want to animate its movement further, such as adding a turn or changing its costume.
4. What are some common mistakes to avoid when making pancakes?
Ans.Common mistakes to avoid when making pancakes include: not measuring ingredients accurately, overmixing the batter (which can make pancakes tough), cooking on too high heat (which can burn the outside while leaving the inside raw), and not letting the batter rest before cooking (which helps improve the texture).
5. How can I improve the flavor of my pancakes?
Ans.To improve the flavor of pancakes, consider adding ingredients like vanilla extract, cinnamon, or lemon zest to the batter. You can also experiment with different types of milk, such as buttermilk, for a richer taste. Additionally, adding fruits like blueberries or bananas into the batter can enhance the flavor and provide variety.
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