Doctor Ledford Online
Assignment 2.02
101 Problems
2.02
Tutorials
Before You Begin
Start off by downloading the 101 Problems Assignment Instructions from the lesson (Page 6 of 6 in Lesson 2.02), or below. Be sure to look over the Grading Rubric on the last page so that you know what your Instructor is looking for.
Start off by downloading the 101 Problems Assignment Instructions from the lesson (Page 6 of 6 in Lesson 2.02), or below. Be sure to look over the Grading Rubric on the last page so that you know what your Instructor is looking for.

101 Problems Assignment Instructions and Rubric | |
File Size: | 97 kb |
File Type: | docx |
Step 1
Either navigate to Scratch if you are working online, or open the program if you've downloaded it onto your computer.
Create a new program by selecting "Create".
Step 2
Just as you did in 1.04, change your sprite and background. If you have forgotten how, or just need a refresher, check out these videos:
Either navigate to Scratch if you are working online, or open the program if you've downloaded it onto your computer.
Create a new program by selecting "Create".
Step 2
Just as you did in 1.04, change your sprite and background. If you have forgotten how, or just need a refresher, check out these videos:
Changing Sprites
Changing Backgrounds
Step 3
Create a function that will draw a shape with size parameters.
There are two elements to this task. First, you'll need to create a function. Then, you'll need to modify that function to draw a shape with size parameters.
Here are some examples of what those functions could look like (be sure not to just copy these!):
Create a function that will draw a shape with size parameters.
There are two elements to this task. First, you'll need to create a function. Then, you'll need to modify that function to draw a shape with size parameters.
Here are some examples of what those functions could look like (be sure not to just copy these!):
Functions
Drawing Shapes
Step 4
Repeat Step 3! That's right, you need AT LEAST TWO functions to draw multiple shapes at multiple sizes, so recreate your first function, but change it up!
Step 5
Now, turn your attention to your main Code Block, where you'll first need to build some variables to help keep count of how many of each shape your program creates.
PRO TIP: give your variables names that match the shapes they'll be counting, for clarity's sake!
Once you've build your variables, hop back over to the functions that you've set up to draw shapes and add a line of code that changes the "variable name" by "1" each time the function is called. That's how your shapes will be counted on the screen.
Here's some examples of how those variables could look:
Repeat Step 3! That's right, you need AT LEAST TWO functions to draw multiple shapes at multiple sizes, so recreate your first function, but change it up!
Step 5
Now, turn your attention to your main Code Block, where you'll first need to build some variables to help keep count of how many of each shape your program creates.
PRO TIP: give your variables names that match the shapes they'll be counting, for clarity's sake!
Once you've build your variables, hop back over to the functions that you've set up to draw shapes and add a line of code that changes the "variable name" by "1" each time the function is called. That's how your shapes will be counted on the screen.
Here's some examples of how those variables could look:
If you've forgotten how to create variables for counting, or just need a refresher, check out the video below:
**EXTRA CREDIT**
If you really want to score some "Pizzazz Points", you can fancy-up your Number Counter using some of the tips and tricks from the video below. Try to take their advice and make it your own!
Fancy Number Counter
Step 6
Now, build your main code block based on the specifications requested in the instructions. To recap those:
Here's an example of what that main code block might look like, using the functions examples above (be sure to still not use mine!):
Now, build your main code block based on the specifications requested in the instructions. To recap those:
- Make sure the program starts "When green flag is clicked".
- Clears the screen of previous program results ("Erase all").
- Resets the counters of BOTH variables to "0".
- Draws a design of AT LEAST SIX shapes by calling on the functions you've built.
- Use different parameters for each of the shapes!
Here's an example of what that main code block might look like, using the functions examples above (be sure to still not use mine!):
Step 7
Submit!
Save your program in the native .sb3 file format of Scratch (in other words, let Scratch do its thing automatically and don't change anything!), and upload the file on Educator to send it to me!
Submit!
Save your program in the native .sb3 file format of Scratch (in other words, let Scratch do its thing automatically and don't change anything!), and upload the file on Educator to send it to me!