More after the cut!
I must admit that using Scratch was a bit easier after a few glasses of wine. Rather than make something complicated and frustrating myself with the logic, I just played. While I was playing, I remembered part of my reading assignments from this week. Basically...
The A-Team would not always have the solution but at the end of the show, everything worked out. While I did not construct a tank out of toilet paper tubes, duct tape, and bust through the warehouse to kill all of the bad guys, I did look at my project, tweaked it a bit, and then started to work on the problem again from a different angle. I checked out the other creator projects (yes, the 8 year olds!) and read through a few tutorials available on the site. I finally felt satisfied with the project and felt that it was something I could be proud of. (Clicky the red button to stop the music)
Click here if you cannot see it!
What did I actually learn?
- I enjoyed failing at Scratch. Every time I failed, I was still interested enough to try and figure out why it went wrong and what I could do to fix it. I loved designing, creating, and inventing.
- Projects need to be engaging. I think part of the reason one of my current projects bombed recently was due to the fact I was unable to keep the students interested in the task for a long period of time. It does not matter if it was a design flaw, programming, or narrative issue...it just means that I need to find a way to make it interesting for the students.
- The community really makes this project. If I was just designing for myself, I would not have put as much effort in it. I know that is a terrible reflection about myself. The only way I could justify it is that there would always be a reason that I could not have spent more time on the project (orchestra, work, school, etc.)
All in all, it was a good day of play =)