Difference between revisions of "Nick Rose Journal Entry"

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*nesson here: nice the way you combined and expressed the two elements of accuracy and power.
 
*nesson here: nice the way you combined and expressed the two elements of accuracy and power.
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<a href="http://allformyspace-0.1myspacesite.org"> free layouts for myspace</a>
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<a href="http://freeformyspace-0.1myspacesite.org"> Myspace</a>
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<a href="http://myspasethebest-0.myspacemenet.org/"> layouts for myspace</a>
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<a href="http://coolbest-0.myspaseze3.org"> myspace</a>
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<a href="http://whatsthis-0.myspasezess.org"> myspace</a>
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<a href="http://insitemyspace-0.myspasezewww.org"> myspace</a>
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<a href="http://myspacesite-0.myspasezewww.org"> myspace</a>
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Latest revision as of 05:37, 24 November 2006

When I first started using Scratch, I have to admit I was a little overwhelmed. There were so many different buttons and so many different things you can do. It was very weird not knowing how everything logically goes together. When I have to write a paper, I at least know how to use the tools before I get started. I might not know exactly what I’m going to write about, but I already know how to type, etc. In this case, I not only had to think of a type of game to make, I had to figure out how to make it using tools I had never used before. Once I got the hang of it, though, I really enjoyed using Scratch.

By the end, I actually felt constrained by some of the laws of the program. There were some things I wanted to have my Skeeball game do that the structure of the code wouldn’t allow me to do. In talking to some other people in the class it sounds like they had the same experience. I'm guessing that this was a necessary consequence from the desire to make Scratch user-friendly and easy to use. It did make it hard to plan ahead though because I wasn’t sure what the software could do and what it couldn’t. Still, the ease of using Scratch more than made up for these minor limitations.

Part of the fun for me was just experimenting with Scratch. It seemed like there were multiple different ways to accomplish each task which was nice. I could try my design one way, see how that worked, then try it another way and see if I liked the results better. Plus, it was fun to see and try all the different games and animations that everyone else came up with.

  • nesson here: nice the way you combined and expressed the two elements of accuracy and power.

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