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Scratch by Example = Programming for...
~
Vlieg, Eduardo A.
Scratch by Example = Programming for All Ages /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Scratch by Example/ by Eduardo A. Vlieg.
其他題名:
Programming for All Ages /
作者:
Vlieg, Eduardo A.
面頁冊數:
XXIV, 364 p. 2281 illus., 2231 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
Programming languages (Electronic computers). -
電子資源:
https://doi.org/10.1007/978-1-4842-1946-1
ISBN:
9781484219461
Scratch by Example = Programming for All Ages /
Vlieg, Eduardo A.
Scratch by Example
Programming for All Ages /[electronic resource] :by Eduardo A. Vlieg. - 1st ed. 2016. - XXIV, 364 p. 2281 illus., 2231 illus. in color.online resource.
Introduction -- Part I: Learning the Basics -- 1. Getting to Know the Scratch Interface -- 2. Meet the Cat -- 3. Make the Cat Move -- 4. Make the Cat Draw -- 5. The Playful Cat -- 6. The Noisy Cat -- Part II: Becoming a Programmer -- 7. Advanced Concepts -- 8. Variables -- 9. Lists -- 10. Webcam Interaction -- 11. Broadcast Interaction -- 12. Create Your Own Blocks -- 13. Answers -- 14. Conclusion.
This is a book about learning the Scratch language so that you can use it in teaching and other instructional situations. The book explains the visual nature of the language, showing you how to write programs by dragging and dropping visual blocks representing common compute operations. Scratch is visual language that even young children can master. and makes computer programming as easy as dragging and dropping graphical blocks that represent programming commands, eliminating the traditional stumbling blocks of typing and syntax errors. With a drag-and-drop interface that runs in any web browser, and on devices from iPads to PCs to Macs to Microsoft Surface tablets, Scratch is an easily accessible way to enter the world of computer programming. This book teaches how to use Scratch in a fun and simple way that relies on examples and learning by doing. Progressing from simple three-block scripts that move a character across the screen to complex projects that involve motion, sound, and user input, this book: Imparts a thorough understanding of the Scratch interface. Shows how to create a range of Scratch projects, including simple games. Builds a solid foundation for future programming in other languages.
ISBN: 9781484219461
Standard No.: 10.1007/978-1-4842-1946-1doiSubjects--Topical Terms:
1127615
Programming languages (Electronic computers).
LC Class. No.: QA76.7-76.73
Dewey Class. No.: 005.13
Scratch by Example = Programming for All Ages /
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Introduction -- Part I: Learning the Basics -- 1. Getting to Know the Scratch Interface -- 2. Meet the Cat -- 3. Make the Cat Move -- 4. Make the Cat Draw -- 5. The Playful Cat -- 6. The Noisy Cat -- Part II: Becoming a Programmer -- 7. Advanced Concepts -- 8. Variables -- 9. Lists -- 10. Webcam Interaction -- 11. Broadcast Interaction -- 12. Create Your Own Blocks -- 13. Answers -- 14. Conclusion.
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This is a book about learning the Scratch language so that you can use it in teaching and other instructional situations. The book explains the visual nature of the language, showing you how to write programs by dragging and dropping visual blocks representing common compute operations. Scratch is visual language that even young children can master. and makes computer programming as easy as dragging and dropping graphical blocks that represent programming commands, eliminating the traditional stumbling blocks of typing and syntax errors. With a drag-and-drop interface that runs in any web browser, and on devices from iPads to PCs to Macs to Microsoft Surface tablets, Scratch is an easily accessible way to enter the world of computer programming. This book teaches how to use Scratch in a fun and simple way that relies on examples and learning by doing. Progressing from simple three-block scripts that move a character across the screen to complex projects that involve motion, sound, and user input, this book: Imparts a thorough understanding of the Scratch interface. Shows how to create a range of Scratch projects, including simple games. Builds a solid foundation for future programming in other languages.
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