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- /**
- Ninjas investigate how changing an object's properties visually affects the
- object in the scene.
- * scale
- * opacity
- * rotation
- * width/height
- Sensei Notes
- * The goal of this activity and the other activities in section 1 is to continue
- to develop familiarity with the GDP before Ninjas start coding.
- * Ninjas are instructed to add any shape, change the properties, and then delete
- the shape. If they struggle, then help and have them repeat the process with each
- shape.
- * The Z value is briefly touched on, but it might require a more detailed
- explanation. Work with the Ninja to find the object in the physical Dojo that is
- farthest away from the Ninja. Assign this real-world object a z value of 0. Then
- find another object on the Ninja's desk like a laptop or pen and assign it a z
- value of 5. Have the Ninja assign four other objects with appropriate z values of
- 1, 2, 3, and 4 . Explain how the object with a z value of 2 is closer to the
- Ninja than the object with a value of 1, but it is farther away than the object
- with a value of 4.
- * Make sure that the Ninjas don't get overwhelmed with all the shapes and
- properties in the GDP. Familiarity with the interface is more important than
- understanding each property.
- * There is no coding in this activity.
- * The Ninja should be able to navigate the GDP and add new objects.
- * The Ninja should be able to change the properties of objects.
- Solution Steps
- 1 As the Ninja navigates to the correct scene, ask them "What's the next step?"
- to see if they can navigate the GDP.
- 2 Explain that this activity requires the student to add and modify their very
- own shapes. They will need to recreate the logo in the scene, but in the next
- activity they will have complete creative freedom.
- 3 The manual uses a circle, but let the Ninja add any shape to the scene. It will
- be deleted in a later step.
- 4 Help the Ninja select their shape and open the Properties tab. Explain that
- they can either click on the shape in the scene or the name of the shape in the
- Game Objects menu.
- 5 Let the Ninja play with the properties and investigate what each does. During
- your Sensei Stop, ask what they did to their shape.
- 6 Again, let the Ninja play with the properties and investigate what each does.
- If the Ninja selected a circle, discuss why rotation doesn't seem to do anything.
- Explain how you cannot see the changes of the speed property because the object
- is not moving.
- 7 Let the Ninja play with the colors of the object. If the shape has any special
- properties, let the Ninja play with and investigate what each does.
- 8 Help the Ninja find the delete button. Stress that you cannot recover a deleted
- object.
- 9 Explain the four shapes that are required. Have the Ninja verbalize how they
- think they need to approach the problem.
- 10 Make sure the Ninja's logo is like the image in step 9.
- Sensei Stops
- 5 Tell a Sensei what the OPACITY property did to your shape. What is the maximum
- value? What is the minimum value?
- The definition of opacity is never explicitly stated in the manual. Ninjas should
- experiment and come up with their own definition and understanding. If they
- struggle, tell them to slide it to the right and ask them about what the shape
- looks like and the value. Tell them to slide it to the middle and ask them what
- changed about the shape and what changed about the value. Ask them to predict
- what will happen when the slider is all the way to the left.
- 10 Tell a Sensei what you did to create your logo. What shape did you odd first?
- How did you make sure the shapes were in the correct places?
- Ask the Ninja if they thought this was easy or hard. The next activity requires
- them to build their own scene from nothing, so they must understand how to add
- objects and edit properties.
- */
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