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Programing Project 2 1

h ps://scratch.mit.edu/projects/502365805

For my programing project I created a game called “Dinoland”. The goal

of the game is to click on as many dinosaurs as you can before time runs out.

When creating my game, I made sure to include appropriate algorithms, flow

control, and variables. Algorithms are specific instructions that tell us exactly

how to solve a problem or complete a task. While creating my game I made

sure to create the algorithm so that it did exactly what I wanted it to. For

example, when you click on a dinosaur, I wanted the person to be able to earn

some points in the specific amount of time. Also, when you click on the

dinosaur, I want the dinosaur to make a sound. When I think of flow control I

think of sequential order. An example of flow control in my game is when you

click on the green flag the game will start. At the start of the game the T-Rex

will say “hello” and his size will be set to 90%. Every time the T-rex is clicked,

his size will decrease by 5%. When the Pterodactyl is clicked it will say “oh no!”

and make a squawking sound. Variables are place holders for missing

information. Within the design of my game, I have two different variables. One

is to keep score when the player clicks on the dinosaurs. When the player clicks

on the T-rex the score will increase by one point. When the player clicks on the

Pterodactyl the score will increase by five points. The other variable within my

game is time. The player will have thirty seconds to click on as many dinosaurs

as possible. I enjoyed creating this game to the point I believe that my students

would enjoy playing and or creating a scratch game. In my classroom I would

use this program during ELA. I would have my students create a story using


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Programing Project 2 2

scratch. In creating the story, students will be working on the skills of

comprehension, fluency, and problem solving.

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