Game+MJ

 = Create a Game =

**Objectives** The students will: The student will use the following programming concepts:
 * be able to explain testing and debugging practices
 * develop a list of strategies for testing and debugging Scratch projects
 * be able to identify some common design elements of games
 * plan the goals, measurement, rewards and feedback for a game.
 * design a game using Scratch.

The program is reset with a green flag so all sections of the game are in place for a replay of the game. At least one object (sprite) is controlled by the player. At least one object (sprite) moves independently. Game includes at least one instance of object interaction (this could include objects that respond to mouse clicks, or it could be two objects that interact with each other.) Game has accurate measurement scoring system. Game has clear feedback for victory/loss conditions and/or scoring. Player can interact with game to a successful conclusion. Game runs without errors.


 * Background information from Cathleen's Brain-Based Research**
 * Video games create situations in which the gamer gains pleasure.
 * Video games:**
 * challenge each player at the individual's level
 * provide immediate feedback
 * reward success with greater challenge
 * provide frequent feedback on incremental progress throughout play.
 * Video gamers:**
 * buy into the goal
 * persevere through challenge, despite an 80% failure rate
 * use immediate feedback to improve
 * consult resources for help
 * will work hard for the pleasure of going to higher levels of play.


 * Stage 1: Investigate**
 * View How to Make a Game tutorial T**hen view //Make a Simple Game// and //Make a Story//**
 * **Demonstrate** that you know how to use these commands before you go any further. (the **Control, Sensing, Operators and Variables** in Scratch, and the **//go to x and y//** in Motion.)


 * Games Investigated**
 * 1) Active URL to 1st Scratch game viewed. What was the goal? How was the progress measured? What were the rewards? How did you get feedback? What interested you?
 * 2) Active URL to 2nd Scratch game viewed. What was the goal? How was the progress measured? What were the rewards? How did you get feedback? What interested you?
 * 3) Active URL to 3rd Scratch game viewed. What was the goal? How was the progress measured? What were the rewards? How did you get feedback? What interested you?
 * Sample Game by David
 * **Mrs. Carrier's Sample game with score**
 * **Mrs. Carrier's Sprite follows sprite**


 * Stage 2: Graphic Design - A basic plan**
 * **Goal** of the game
 * How will you **measure** the progress?
 * How will **reward** the player?
 * How will you provide **feedback**?
 * You must include the following:**
 * 1) keyboard controls for at least 1 sprite
 * 2) variable that keeps the score accurately
 * 3) Clear end of the game - both successful and unsuccessful


 * Stage 3: Plan - A numbered list with more details about the game.**
 * goal
 * measurement
 * reward
 * feedback


 * Stage 4: Create**
 * Active URL in ICSkids Game gallery -http://scratch.mit.edu/projects/19734956/
 * If you remixed anything from another student's program on MIT, provide an active link to the original program and explain what you used.


 * Stage 5: Evaluate**
 * Process**
 * 1) **Remembering**: What did you do in the project? What was your inspiration? I made a game using arrow keys and sprites. I did not have an inspiration.
 * 2) **Understanding**: What was important about it? What did you learn? The most important part was not touching the black lines. I learned how to make sprites disappear when touched.
 * 3) **Applying**: Where could I use this again? I could use this again when I want to play a fun game.
 * 4) **Analyzing**: Do I see any patterns in what I did? What did you get stuck on? How did you get unstuck? Who in the class viewed your story? Who helped you with useful tips and suggestion? I did not see any patterns in what I did. I did not get stuck on anything in my game.
 * 5) **Evaluating**: How well did I do? D id you include everything in your design? If something was not included, explain why. What are you most proud of? Why? I did very well I think.I did include everything in my design.I was most proud of the keys used to control it, and how if you touch the black line you lose the game.
 * 6) **Creating**: What should I do next? What do you want to learn next? Next I should make another game, but this time it can be a little more challenging.Next I want to learn how to make a game that is very hard to win.
 * Product**
 * What was the **goal** of the game? The goal of the game is to get the yellow guy to the purple guy without touching the black line, and try collect all the unicorns.
 * How did you **measure** progress? I measured my progress by keeping score.
 * How did you provide **feedback**? I provide feedback by saying you lose when touching the black line, and saying you win when the yellow guy gets to the purple guy.
 * What **rewards** did you provide? I provided no rewards.
 * Which **control commands** did you use? The control commands are the arrow keys.
 * Which **sensing commands** did you use? I used game over when touching the black line.
 * Did you use **variables**? Which ones and how? I used a score keeping variable to keep score.