Nyan Simulator
Experience: 1st year, 3rd quarter
Practice: Creating computational artifacts, Testing and refining computational artifacts, and Communicating about computing
Concept: Algorithms, Control, Modularity, and Variables
Length: 40+
Overview and Purpose
Coders create a Nyan Cat simulator that causes a cat to fly around the screen while drawing rainbows. The purpose of this project is to introduce a variety of pen blocks by combining them with previous understandings.
Project Extensions
Suggested extensions
Create a reset function (15+ minutes):
2+ minute demonstration
Ask the class if they can explain how to get rid of all of the drawing on the screen by pressing a button. Demonstrate double clicking on the erase all block to erase the screen.
8+ minute coding time and 1-on-1 facilitating
Give the class time to see if they can create a function using message blocks or My Blocks that resets both the cat and screen, and figure out when they want to trigger that function.
5+ minute collaborative demonstration
Have a couple of people share with the class what they did to create a reset function. Display the reset function demonstrated in the quick reference guide. Have the class compare with a neighbor how the different algorithms performed the same task in different ways.
Resources, suggestions, and connections
Standards reinforced:
- 1B-AP-08 Compare and refine multiple algorithms for the same task and determine which is the most appropriate
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
Practices reinforced:
- Testing and refining computational artifacts
- Creating computational artifacts
- Communicating about computing
Concepts reinforced:
- Algorithms
- Control
- Modularity
Video: Create a reset function (2:55)
Quick reference guide: Click here
Suggested questions:
- What kinds of blocks might we use to reset our cat?
- What blocks have we used in the past to reset sprites in other projects?
- Could you add user controls to reset our simulator?
- What happens if you put the “erase all” block before using a motion block instead of at the end of the reset algorithm?
- Why does it leave a streak of color when it resets?
- It’s because it erases the drawing, but once the sprite moves to a new location it draws again if the pen is still down. Put the erase all block at the end to ensure it erases everything after it has moved.
- Another way to prevent this bug is to use a pen up block before moving, then using a pen down block when finished with moving.
- Why does it leave a streak of color when it resets?
- When else might you trigger the “reset” function we created?
- Helpful hint: Each block color you use in your algorithms might have an option to reset something in that block type. For example,
- Motion blocks can reset position, direction, etc.
- Looks blocks can reset color, size, effect, etc.
- Sound blocks can stop or reset music or sounds
- Pen blocks can reset if a pen is down or up, erase the screen, set a color and size, etc.
Draw with the click of a mouse (10+ minutes):
8+ minute challenge
Pull up the example project and ask coders if they can figure out how to make it so the sprite draws only when the mouse is clicked.
Every couple of minutes, give one of the following hints:
- You will need to use both a pen down block and a pen up block
- You will need to use them inside of a loop
- You will need to use an if/else block
- You will need to use a mouse down? block
Bonus challenge if someone figures it out early: Try and figure out how to prevent the sprite from drawing as soon as the Green Flag is clicked.
2+ minute demonstration and discussion
Demonstrate how to use the if/else block as shown in the quick reference guide (as well as fixing the bug when the Green Flag is clicked). Reiterate that the if/else block will either run the code in the top half or the bottom half of the if/else block, never both.
Standards reinforced:
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
Practices reinforced:
- Creating computational artifacts
Concepts reinforced:
- Algorithms
- Control
Video: Draw with the click of a mouse (2:28)
Quick reference guide: Click here
Potential unplugged lesson: You could engage in a discussion or lesson on conditionals (if/else statements) by working through one of the unplugged lessons on conditionals; for example, Conditionals with Cards.
Advanced Note: We can stack multiple if/else blocks inside the “else” portion of the block to check several possible conditions (each “if” block) and execute one default (the final “else” block). Click here for an example where the text changes depending on how close you are to the goal, and click here to see the code in context.
Create a timer with variables (5+ minutes):
2+ minute demonstration
Demonstrate the “Counting up” example in the quick reference guide to demonstrate how to make a timer count up.
3+ minute coding time and 1-on-1 facilitating
Give time for coders to add in a timer if they so choose.
If you would like to demonstrate the advanced option in the quick reference guide, also demonstrate how to create a “Longest Time” variable (a practice common among Nyan Cat appropriations).
Standards reinforced:
- 1B-AP-09 Create programs that use variables to store and modify data
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
Practices reinforced:
- Creating computational artifacts
Concepts reinforced:
- Algorithms
- Control
- Variables
Video: Create a timer with variables (4:55)
Quick reference guide: Click here
Add even more (30+ minutes, or at least one class):
If time permits and coders are interested in this project, encourage coders to explore what else they can create in Scratch by trying out new blocks and reviewing previous projects to get ideas for this project. When changes are made, encourage them to alter their comments to reflect the changes (either in the moment or at the end of class).
While facilitating this process, monitor to make sure coders don’t stick with one feature for too long. In particular, coders like to edit their sprites/backgrounds by painting on them or taking photos, or listen to the built-in sounds in Scratch. It may help to set a timer for creation processes outside of using blocks so coders focus their efforts on coding.
Standards reinforced:
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
Practices reinforced:
- Testing and refining computational artifacts
- Creating computational artifacts
Concepts reinforced:
- Algorithms
- Control
Facilitation Suggestion: Some coders may not thrive in inquiry based approaches to learning, so we can encourage them to use the Tutorials to get more ideas for their projects; however, we may need to remind coders the suggestions provided by Scratch are not specific to our projects, so it may create some unwanted results unless the code is modified to match our own intentions.
Suggested questions:
- What else can you do with Scratch?
- What do you think the other blocks do?
- Can you make your project do ______?
- What other sprites can you add to your project?
- What have you learned in other projects that you could use in this project?
- Can you add user controls?
- Examples: change the size of the drawing, change the backdrop or sprite, change the speed of the cat, press a button to reset the screen, etc.
- How else might you use pen blocks in your project?
- Could you turn this into a game by adding in other sprites as enemies or power ups?
- Could you make this game have multiple levels or boss battles?
- Could you make your game multiplayer?
Similar projects:
Have coders explore the code of other peers in their class, or on a project studio dedicated to this project. Encourage coders to ask questions about each other’s code. When changes are made, encourage coders to alter their comments to reflect the changes (either in the moment or at the end of class).
Watch this video (3:20) if you are unsure how to use a project studio.
Standards reinforced:
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
- 1B-AP-12 Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features
Practices reinforced:
- Testing and refining computational artifacts
Concepts reinforced:
- Algorithms
Note: Coders may need a gentle reminder we are looking at other projects to get ideas for our own project, not to simply play around. For example, “look for five minutes,” “look at no more than five other projects,” “find three projects that each do one thing you would like to add to your project,” or “find X number of projects that are similar to the project we are creating.”
Generic questions:
- What are some ways you can expand this project beyond what it can already do?
- How is this project similar (or different) to something you worked on today?
- What blocks did they use that you didn’t use?
- What do you think those blocks do?
- What’s something you like about their project that you could add to your project?
- How could you add pen blocks to this project?
- If they’re already using pen blocks, why do you think they used the blocks they have and not others?
- How might you add in a Nyan Cat to this project?
micro:bit extensions:
Note: the micro:bit requires installation of Scratch Link and a HEX file before it will work with a computer. Watch this video (2:22) and use this guide to learn how to get started with a micro:bit before encouraging coders to use the micro:bit blocks.
Much like the generic Scratch Tips folder linked in each Coder Resources document, the micro:bit Tips folder contains video and visual walkthroughs for project extensions applicable to a wide range of projects. Although not required, the micro:bit Tips folder uses numbers to indicate a suggested order for learning about using a micro:bit in Scratch; however, coders who are comfortable with experimentation can skip around to topics relevant to their project.
Standards reinforced:
- 1B-AP-09 Create programs that use variables to store and modify data
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
- 1B-AP-11 Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process
- 1B-AP-15 Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended
Practices reinforced:
- Recognizing and defining computational problems
- Creating computational artifacts
- Developing and using abstractions
- Fostering an inclusive computing culture
- Testing and refining computational artifacts
Concepts reinforced:
- Algorithms
- Control
- Modularity
- Program Development
- Variables
Folder with all micro:bit quick reference guides: Click here
Additional Resources:
- Printable micro:bit cards
- Micro:bit’s Scratch account with example projects
Generic questions:
- How can you use a micro:bit to add news forms of user interaction?
- What do the different micro:bit event blocks do and how could you use them in a project?
- How could you use the LED display for your project?
- What do the tilt blocks do and how could you use them in your project?
- How could you use the buttons to add user/player controls?
- How might you use a micro:bit to make your project more accessible?
Differentiation
Less experienced coders
Demonstrate the example remix project or your own version, and walk through how to experiment changing various parameters or blocks to see what they do. Give some time for them to change the blocks around. When it appears a coder might need some guidance or has completed an idea, encourage them to add more to the project or begin following the steps for creating the project on their own (or with BootUp resources). Continue to facilitate one-on-one using questioning techniques to encourage tinkering and trying new combinations of code.
If you are working with other coders and want to get less experienced coders started with remixing, have those who are interested in remixing a project watch this video (2:42) to learn how to remix a project.
More experienced coders
Demonstrate the project without showing the code used to create the project. Challenge coders to figure out how to recreate a similar project without looking at the code of the original project. If coders get stuck reverse engineering, use guiding questions to encourage them to uncover various pieces of the project. Alternatively, if you are unable to work with someone one-on-one at a time of need, they can access the quick reference guides and video walkthroughs above to learn how each part of this project works.
If you are working with other coders and want to get more experienced coders started with reverse engineering, have those who are interested watch this video (2:30) to learn how to reverse engineer a project.
Debugging Exercises (1-5+ minutes each)
Debugging exercises
Why doesn't the cat draw with the pen?
Why do we see only one color instead of a rainbow?
Why does the cat spin in circles?
Why does the cat leave a copy of itself when the mouse is clicked instead of drawing?
micro:bit required Why won't Nyan Scratch Cat move down or to the left when tilting the micro:bit?
- We need to move by a negative y amount to move down and a negative x amount to move left
Resources and suggestions
Standards reinforced:
- 1B-AP-15 Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended
Practices reinforced:
- Testing and refining computational artifacts
Concepts reinforced:
- Algorithms
- Control
Suggested guiding questions:
- What should have happened but didn’t?
- Which sprite(s) do you think the problem is located in?
- What code is working and what code has the bug?
- Can you walk me through the algorithm (steps) and point out where it’s not working?
- Are there any blocks missing or out of place?
- How would you code this if you were coding this algorithm from Scratch?
- Another approach would be to read the question out loud and give hints as to what types of blocks (e.g., motion, looks, event, etc.) might be missing.
Reflective questions when solved:
- What was wrong with this code and how did you fix it?
- Is there another way to fix this bug using different code or tools?
- If this is not the first time they’ve coded: How was this exercise similar or different from other times you’ve debugged code in your own projects or in other exercises?
Unplugged Lessons and Resources
Although each project lesson includes suggestions for the amount of class time to spend on a project, BootUp encourages coding facilitators to supplement our project lessons with resources created by others. In particular, reinforcing a variety of standards, practices, and concepts through the use of unplugged lessons. Unplugged lessons are coding lessons that teach core computational concepts without computers or tablets. You could start a lesson with a short, unplugged lesson relevant to a project, or use unplugged lessons when coders appear to be struggling with a concept or practice.
List of 100+ unplugged lessons and resources
Incorporating unplugged lessons in the middle of a multi-day project situates understandings within an actual project; however, unplugged lessons can occur before or after projects with the same concepts. An example for incorporating unplugged lessons:
Lesson 1. Getting started sequence and beginning project work
Lesson 2. Continuing project work
Lesson 3. Debugging exercises and unplugged lesson that reinforces concepts from a project
Lesson 4. Project extensions and sharing
Reflection and Sharing
Reflection suggestions
Coders can either discuss some of the following prompts with a neighbor, in a small group, as a class, or respond in a physical or digital journal. If reflecting in smaller groups or individually, walk around and ask questions to encourage deeper responses and assess for understanding. Here is a sample of a digital journal designed for Scratch (source) and here is an example of a printable journal useful for younger coders.
Sample reflection questions or journal prompts:
- How did you use computational thinking when creating your project?
- What’s something we learned while working on this project today?
- What are you proud of in your project?
- How did you work through a bug or difficult challenge today?
- What other projects could we do using the same concepts/blocks we used today?
- What’s something you had to debug today, and what strategy did you use to debug the error?
- What mistakes did you make and how did you learn from those mistakes?
- How did you help other coders with their projects?
- What did you learn from other coders today?
- What questions do you have about coding?
- What was challenging today?
- Why are comments helpful in our projects?
- How is this project similar to other projects you’ve worked on?
- How is it different?
- How else could you use pen blocks?
- What would you like to try and draw with pen blocks?
- What’s a pen block you didn’t use in this project that you would like to use in another project?
- How will you use it?
- How could you use pen blocks in a previous project that didn’t have any pen blocks?
- More sample prompts
Sharing suggestions
Standards reinforced:
- 1B-AP-17 Describe choices made during program development using code comments, presentations, and demonstrations
Practices reinforced:
- Communicating about computing
- Fostering an inclusive culture
Concepts reinforced:
- Algorithms
- Control
- Modularity
- Program development
Peer sharing and learning video: Click here (1:33)
At the end of class, coders can share with each other something they learned today. Encourage coders to ask questions about each other’s code or share their journals with each other. When sharing code, encourage coders to discuss something they like about their code as well as a suggestion for something else they might add.
Publicly sharing Scratch projects: If coders would like to publicly share their Scratch projects, they can follow these steps:
- Video: Share your project (2:22)
- Video (Advanced): Create a thumbnail (4:17)