IND-782-TUE-20 (8-9), 11 April 2023 19:47 UTC+07:00

IND-782-TUE-20 (8-9), 11 April 2023 19:47 UTC+07:00

Introduction

In this section, the participants introduce themselves and get ready for the session.

Participants Introductions

  • The host introduces herself and asks for the name of the first participant.
  • The first participant introduces herself.
  • The host offers to help change the Zoom name of a participant.
  • More participants join and are welcomed by the host. Technical issues are addressed.

Waiting for Participants

In this section, participants wait for others to join while engaging in small talk.

Small Talk

  • A new participant joins and is greeted by others.
  • Participants ask each other where they live and engage in small talk about their locations.
  • Participants continue waiting for others to join.

Getting Ready to Learn Scratch

In this section, participants prepare to learn Scratch programming language.

Scratch Programming Language

  • The host asks if anyone has experience with Scratch programming language.
  • Some participants have experience with Scratch while others do not.

Class Begins

In this section, class begins with some technical difficulties that are resolved quickly.

Technical Difficulties Resolved

  • Technical difficulties arise but are resolved quickly.
  • The host confirms which grade level each student is in.
  • Discussion about upcoming holidays ensues.

Break Time

In this section, there is a break while waiting for other participants to join.

Break Time

  • Participants are given permission to take a break while waiting for others to join.

Introduction

In this section, the teacher greets the students and welcomes them to the class.

  • The teacher offers the students a drink before starting.
  • The teacher informs the students that they are in class 7 and 8 with Miss.
  • The teacher welcomes a new student named Dana.

Class Start

In this section, the teacher starts the class and introduces what will be covered.

  • The teacher acknowledges that some students may have different time zones.
  • The teacher explains that they will be learning about visual programming using Scratch.
  • The teacher asks if any of the students have heard of programming before.
  • The teacher explains that they will start by getting to know each other since they will be having multiple classes together.

Learning Platforms

In this section, the teacher discusses various platforms that will be used during their learning process.

  • The teacher mentions that Zoom will be used for online classes and encourages those who are not familiar with it to learn how to use it.
  • The teacher introduces Codeline as another platform they will use for coding practice.
  • The teacher emphasizes the importance of using a mouse when coding and encourages all students to get comfortable using one.

Getting to Know Each Other

In this section, the students introduce themselves to each other.

  • Students take turns introducing themselves.

Introduction and Self-Introduction

In this section, the participants introduce themselves by stating their names, ages, hobbies, and whether they have pets.

Participants' Self-Introductions

  • Miss Baiti introduces herself as a 22-year-old who enjoys singing and does not have any pets.
  • Excel introduces himself as a 9-year-old who enjoys sleeping.
  • Mariza introduces herself as an 8-year-old who has a pet bird and fish and enjoys swimming.
  • Dana introduces herself as a child who is interested in cycling but does not have any pets.
  • Masha introduces herself as an 8-year-old who enjoys singing and swimming like Mariza.
  • Alea introduces herself as a 9-year-old who likes to draw. She has a pet bird.
  • Azka is introduced as a 10-year-old who likes playing games and studying physics. He does not have any pets.
  • Habri is introduced as a 7-year-old who likes swimming but does not have any pets.

Classroom Rules

In this section, the teacher discusses the rules of the online classroom.

Classroom Rules

  • The students are encouraged to be punctual for class. If they are going to be late or absent due to an emergency, they should inform the teacher beforehand by contacting her directly.

Introduction to Zoom

In this section, the speaker introduces Zoom and explains how to use it in an online class setting.

Using Microphone and Camera

  • Participants can turn off their microphone if they do not want to speak.
  • Participants are encouraged to turn on their camera during class, but can turn it off if the connection is poor.
  • To turn on/off the camera or microphone, click on the icons provided.

Chatting and Sharing Screen

  • Participants can use the chat feature to communicate with others in the class.
  • The "Share Screen" feature allows participants to share their screen with others in the class for better collaboration.
  • If there are any errors or issues while coding, participants can share their screen with the teacher for assistance.

Reactions

  • The "Reaction" feature allows participants to raise their hand or give a thumbs up/down as a way of communicating nonverbally during class.

Using Reactions and Emoticons

In this section, the speaker explains how to use reactions and emoticons during an online class using Zoom.

Using Reactions

  • Participants can use "Rise Hand" reaction when they want to ask a question.
  • Participants can use "Thumbs Up" reaction when they understand something taught by teacher.

Using Emoticons

-Participants can use different emoticons like smiley face, heart etc.

Logging in and Changing Language

In this section, the speaker explains how to log in to the platform and change the language settings.

Logging In

  • To log in, enter your ID and password that were sent to your parents' chat.
  • Save them using Sticky Note so you don't forget.
  • Click "login" to access the platform.

Changing Language

  • The platform can be used in either Indonesian or English.
  • To change the language, click on "e n" and select your preferred language from the options.
  • Other languages such as French or Arabic are also available.

Navigating the Platform

This section covers how to navigate through different sections of the platform.

Go to Course

  • Clicking on "Go to Course" will take you to a page with all available courses.
  • Only one course will be visible at first (M1 L1 Introduction).
  • More courses will become available as you progress through them.

Profile and Level Map

  • Clicking on your profile picture will give you access to your profile, level map, and other features.
  • The level map is like a report card for your progress through the courses.
  • It has different levels (Newbie 1, Newbie 2, etc.) with corresponding points called Diamonds that are earned by completing tasks and assignments.

Hub

  • The Hub is like a social media platform where students can interact with each other.
  • Students can create their own projects and upload them here for others to see.
  • You can also view other students' projects from Indonesia or around the world.

Platform Introduction

In this section, the instructor introduces the platform and explains how to navigate it.

  • The platform can be accessed by clicking on "go to course" or "pergi ke kursus".
  • Clicking on "coat line" will take you back to the home page.
  • The first task is titled "using the platform" and involves submitting a simple assignment.
  • The second task is titled "Zoom" and requires using Zoom for an online meeting.

Questions from Students

In this section, students ask questions about the platform and when they will start creating games.

  • One student asks when they will start making games, which the instructor says will happen after completing some initial tasks.
  • Another student asks if there are any issues with the platform, to which the instructor assures them that everything is working fine.

Using the Platform

In this section, the instructor explains how to access and complete the first task on using the platform.

  • To access the first task, click on "M1 L1" or number 1 under "using the platform".
  • The task involves submitting an assignment through a simple form.
  • There are two types of tasks: those labeled "in class" are completed during class time, while those labeled "at home" are homework assignments.

Submitting Assignments

In this section, students learn how to submit their assignments through the platform.

  • To submit an assignment, click on "submit" or "kirim".
  • After submitting, click on "save" or "simpan", then move on to the next task by clicking on "next" or "selanjutnya".

Zoom Meeting

In this section, the instructor introduces the second task, which involves using Zoom for an online meeting.

  • The second task is titled "Zoom" and requires using Zoom for an online meeting.
  • Students are encouraged to read the instructions carefully before starting the task.
  • The instructor reminds students to submit their assignments before moving on to the next task.

Auto Login and Course Navigation

In this section, the speaker explains how to use auto login and navigate to the course.

Auto Login and Course Navigation

  • Use auto login to access the course.
  • Select "go to course" and choose M1 L1.
  • Click "submit" after completing the task.
  • Wait for others who are still loading.

Rocket Launch Game

In this section, the speaker explains how to play a game called "Meluncurkan Roket ke Luar Angkasa" or "Launching Rockets into Space."

Playing the Game

  • Click on the green flag in the middle of the screen to start playing.
  • Click on rockets as they appear on screen to earn points.
  • Keep track of your points and enter them in the comment section at the bottom left of your screen.
  • Submit your score by clicking "submit" in the top right corner of your screen.

Submitting Scores

In this section, participants learn how to submit their scores for grading.

Submitting Scores

  • Enter your score in the comment section at the bottom left of your screen.
  • Click "submit" in the top right corner of your screen to submit your score.
  • Lower your hand if you raised it during the game.

Conclusion

In this section, the speaker concludes the session and encourages participants to continue practicing.

Conclusion

  • The session ends with a reminder to practice and improve skills.
  • Participants are encouraged to ask questions and seek help if needed.

Introduction to Scratch

In this section, the instructor introduces Scratch and its components.

Components of Scratch

  • Scratch has three main components: the block spin, workspace, and stage.
  • The block spin is where blocks are placed to create code.
  • The workspace is where code is created by dragging and dropping blocks.
  • The stage is where characters or sprites are placed and where the game runs.

Adding Sprites

  • Sprites are characters in a Scratch program that can be added from a library of pre-made options.
  • To add a sprite, select it from the library and place it on the stage.

Deleting Blocks

  • To delete a block, click on it with your mouse or touchpad and drag it to the trash bin icon or right-click on it and select "delete."

Getting Started with Scratch

In this section, the instructor explains how to get started with using Scratch.

Creating Code

  • Code is created by dragging and dropping blocks into the workspace.
  • To run code, use the green flag icon. To stop code, use the red circle icon.

Adding Sprites

  • Sprites are characters in a Scratch program that can be added from a library of pre-made options.
  • To add a sprite, select it from the library and place it on the stage.

Deleting Blocks

  • To delete a block, click on it with your mouse or touchpad and drag it to the trash bin icon or right-click on it and select "delete."

Adding and Deleting Sprites in Scratch

In this section, the speaker explains how to add and delete sprites in Scratch.

Adding a Sprite

  • To add a sprite, click on the "Choose a Sprite" button located at the bottom right corner of the screen.
  • Select an image from the options available such as animals, people, sports or music.
  • Once you have selected an image, it will appear on your workspace. You can then drag it around and resize it as needed.

Deleting a Sprite

  • To delete a sprite, click on the sprite you want to delete.
  • A trash can icon will appear next to the sprite's name. Click on it to delete the sprite.

Creating Code for Sprites in Scratch

In this section, the speaker explains how to create code for sprites in Scratch.

Setting up Code for Game

  • Click on your first sprite and select "Events". Choose "When Green Flag is clicked" block which is located at the top of events blocks list.
  • Next, go to "Control" and select "Forever" block which is located at orange color blocks list below events blocks list.
  • Drag and drop "Move 10 steps" block from blue color motion blocks list into forever loop block.

Pointing Sprites in Direction

  • Go back to motion blocks list and select "Point towards Mouse Pointer" block or its equivalent if using different language version of Scratch.
  • Place this block under move 10 steps block.

Testing the Game

  • Click on the green flag to test your game. The sprite will move towards the mouse pointer.
  • To stop the game, click on the red stop button.

Understanding Scratch Programming

In this section, the speaker introduces Scratch programming and explains how to use it.

Introduction to Scratch Programming

  • Scratch is a visual programming language that allows users to create interactive stories, games, and animations.
  • Mariza asks a question about using Scratch.
  • The speaker helps Mariza share her screen while waiting for others to join.

Creating Animations with Scratch

  • The speaker asks if Sabri is sleepy.
  • They wait for other participants to join.
  • The group looks at the first sprite and scrolls down to find it.
  • They select the "flying cat" sprite and adjust its size by reducing it from 100% to 80%.
  • They add motion by selecting "go 10 steps" and pointing towards the mouse pointer. They then play the animation.

Creating Games with Scratch

  • Background music plays in the background as they continue working on their project.
  • They help Marisa add blocks of code for an event that will trigger when a green flag is clicked. They then add another block of code that will make a character move randomly when triggered by an event.

Conclusion

  • They test their game by playing it and making sure everything works correctly.
  • The group discusses adding more features to their game in future sessions.

Tips for Using Pulsa

In this section, the speaker provides tips on how to use pulsa.

How to Use Pulsa

  • If you are having trouble using pulsa, don't hesitate to ask for help.
  • After successfully using pulsa, remember to save your work.
  • To see if your work has been saved, click on the green flag icon.
  • Thank Alea for her help and congratulate her on a job well done.

Excel Tips

In this section, the speaker provides tips on how to use Excel.

Resizing Images in Excel

  • Click on the image you want to resize.
  • Click on the picture icon and select "size."
  • Change the size of the image as desired.

Sharing Your Screen in Zoom

  • Click on "Zoom" and select "share screen."
  • Choose which screen you want to share.
  • If someone's face is not visible during a Zoom call, they can be found under "Zoom" and then "Share Screen."

More Tips for Sharing Your Screen in Zoom

In this section, the speaker provides additional tips for sharing your screen in Zoom.

Random Positioning of Objects in Scratch

  • Select an object and click on it.
  • Click on "go to random position."
  • Move the object around by scrolling up or down.

Chasing Objects in Scratch

  • Select an object and click on it.
  • Click on "mouse pointer."
  • Move the object around by scrolling up or down.

Changing the Background and Using Sprites in Scratch

In this section, the speaker explains how to change the background and use sprites in Scratch.

Changing the Background

  • The speaker notes that Azka has changed her background.
  • The speaker asks Azka how she changed her background.
  • Azka shows how to change the background by selecting "Stitch" from the backdrop options.

Using Sprites

  • The speaker notes that "Stitch" can be selected as a backdrop option.
  • Azka demonstrates how to select a sprite and place it on the stage.
  • Habri selects a cactus sprite and places it on the desert backdrop.
  • The speaker mentions that there is another backdrop option called "Spin" which allows for different backgrounds such as underwater or space.
  • Mariza correctly identifies that Sprite refers to an image of a character or object used in Scratch programming.

Understanding Key Terms

  • Excel correctly identifies that Stage is where programs are run in Scratch.
  • Habri explains that Sprite refers to an image of a character or object used in Scratch programming.

Deleting a Sprite

In this section, the instructor explains how to delete a sprite in Scratch.

Steps to Delete a Sprite

  • To delete a sprite, select the number of the sprite you want to delete.
  • Click on the "delete" button that looks like a trash can.

Adding Code and Saving Projects

In this section, the instructor explains how to add code and save projects in Scratch.

Steps to Add Code

  • To add code, copy and paste the code into the script area.
  • Click on "forever" block and then click on "green flag" button to run your program.

Steps to Save Projects

  • To save your project, click on "file" and then click on "save now".
  • After saving your project, you can submit it by clicking on "submit".

Tangram Puzzle Game

In this section, the instructor introduces an optional tangram puzzle game for students.

Steps to Play Tangram Puzzle Game

  • Click on "start" button to begin playing tangram puzzle game.
  • Arrange puzzle pieces according to pattern provided until you reach the end of all patterns.
  • Submit or send your completed work by clicking on "submit".

Q&A Session

In this section, students ask questions and the instructor answers them.

Login Issues

  • One student had difficulty logging in.

Excel, Puzzle, and Minecraft

In this section, the participants discuss their experiences with different activities such as Excel, puzzles, and Minecraft.

Excel

  • Azka finds Excel difficult.
  • Dana struggles with puzzles.
  • Habri is tired and doesn't have anything to share about his experience with Excel.

Puzzles

  • Maisarah is still learning how to solve puzzles.
  • Mariza enjoys playing puzzles but finds it challenging at times.
  • Alea struggles with combining screens in Zoom.

Minecraft

  • The group plans to learn about algorithms by playing Minecraft in the next meeting.
  • Some participants have played Minecraft before while others haven't.

Scratch Game Development

In this section, the participants discuss their experience developing games using Scratch.

Scratch Game Development

  • Miss provides an overview of what they learned in the previous session about game development using Scratch.
  • They learned how to create a game using two sprites and changing backgrounds.
  • The group will continue learning about algorithms by playing Minecraft in the next meeting.

Conclusion and Next Steps

In this section, Miss concludes the first meeting and discusses what they will cover in future meetings.

Meeting Conclusion

  • Miss thanks everyone for attending the first meeting.
  • Participants are encouraged to ask questions or seek help if needed through WhatsApp or group chat.
  • The group shares reactions on Zoom including thumbs up or heart emojis.

Next Steps

  • The group will continue learning about algorithms by playing Minecraft in the next meeting.
  • Miss will provide tutorials on how to use Zoom effectively without switching between platforms too often.

Homework Explanation

In this section, the teacher explains the homework assignment to the students.

Homework Assignment

  • The homework is accessible on the platform under "Go to Course" and then "At Home."
  • There are two parts to the homework. The first part consists of four questions that need to be answered. Each question has a hidden number that needs to be collected.
  • The numbers collected from each question will be used to form a secret code that needs to be entered in order to unlock a message.
  • The second part of the homework involves reading a script interface and submitting it.

Conclusion

In this section, the teacher concludes the class and wishes the students well.

Class Conclusion

  • Students are encouraged to take their time with their homework and contact the teacher if they have any difficulties.
  • The class is concluded, and students are wished a good rest of their day.

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