Block Guide
Each program is associated with a character or object from your story. The program or code consists of a series of steps or instructions that explain the actions to be performed. The blocks "give life" to your characters!
Let's discover the programming blocks!
Triggering Blocks
The event blocks begin to animate the character. They are always placed at the beginning of any program and are yellow.
The kit contains six event blocks:
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Start with the green flag (x2): It is the start of the most common program, when the green flag is touched all the sequences with a green flag begin.
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Starts on Tap: Start the program when you touch the character with your fingers.
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Starts on bump: The action starts when he collides with another character.
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Send message and Starts on message received:These blocks are used together and are very useful for synchronizing two characters (or programs) and making them act in coordination. The sequence after "Start on receiving message" will start when a program executes the "Send a message" block.
Start with the green flag (x2)
Starts on bump
Start on Tap
Start on message received
Send message
Move up (x3)
Move down (x3)
Move right (x4)
Move left (x4)
Turn right
Turn left
Sound blocks
The sound block introduces music or sounds to your story or game. For example, you can ask your students to introduce a song to the activity to make it more fun.
The kit contains a sound block.
Motion blocks
The blue blocks allow the character to be programmed to move around the board or stage.
There are different movement blocks with arrows that point in different directions: up, down, right, left.
The turn blocks will rotate the character's orientation without moving him from his square.
The kit contains 16 movement blocks.
Play a sound
Say (x2)
Look block
These purple blocks allow you to introduce words, phrases or dialogues into the activity. You can do oral dialogues or write them on paper or post-it notes.
Kit contains two look blocks.
Control blocks
Control blocks manage the flow of the program.
The pair of blocks "Repeat" allows you to simplify the program and learn what is known as a "Loop".
The sequence contained between the two blocks will be repeated the number of times you indicate using a counter or parameter.
Repeat
Change the background
Repeat forever
End
Counters
The counters or parameters allow us to simplify the program by making a block repeat the indicated number of times.
Numbers are represented by raised dots, and have the value of the number of dots (like a dice).
There are counters of 2, 3 and 4.
Customizable blocks (x2)
End blocks
Red blocks are placed at the end of a program.
The kit contains three completion blocks:
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Change the background: indicates that we must change the background of the stage to another to continue the story. The story continues on the new background with new green flag event or another event.
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Repeat forever: creates an indefinite loop of the entire sequence since its beginning.
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End: indicates the end of the story or game.
Two Counter (x3)
Three Counter (x2)
Four Counter (x3)
Customizable blocks
Do you need one more block? Or do you want to invent a new action?
The plain white blocks can be used as a wildcard to perform any action... or invent a new action!
If you want, you can stick a piece of paper on top with a drawing... or use foam (like "eva foam") cropped to make a custom touch icon!
Objects or obstacles
To design your projects you can introduce obstacles along the way or add everyday objects that you have near you.
Also, you can use the squares resulting from cutting the boards* as obstacles or objects to create games, mazes or stories and personalize them as you wish.
*If you have made the boards by cutting a sheet of wood or other material.