Scratch少兒編程思維訓練:培養孩子的邏輯思維和計算思維能力

Scratch少兒編程思維訓練:培養孩子的邏輯思維和計算思維能力

作者: 張碩 張晨曦
出版社: 清華大學
出版在: 2020-09-01
ISBN-13: 9787302559634
ISBN-10: 7302559635





內容描述


Scratch是目前非常流行的少兒編程語言。本書基於Scratch 3.5版本,系統、全面、細致地講解了Scratch的編程技巧,旨在培養孩子的邏輯思維和計算思維能力。
本書包括兩大部分:第一部分是Scratch快速入門,分為12章,介紹了Scratch的各個方面,並細致地講解了項目製作過程;第二部分是計算思維及項目實例,首先通過實例講解計算思維的4個組成部分以及如何提高計算思維能力,然後通過4個有趣的綜合實例(“打地鼠”游戲、四則運算測驗、畫彩虹系列、冒泡排序法)講解如何基於計算思維進行項目開發與製作。
本書適合6~16歲的少兒閱讀,對於6~8歲的少兒,建議採用親子閱讀的方式;對於9歲及以上的少兒,則完全可以自學。本書還可用作學校或培訓機構的Scratch課程教材。


目錄大綱


目? 錄
第一部分? Scratch快速入門
第1章  初識Scratch····················2
1.1? 什麽是編程··············································· 2
1.2? Scratch簡介·············································· 3
1.3? Scratch的下載和安裝······························· 4
1.3.1  電腦操作基礎········································4
1.3.2  Scratch的下載···········································6
1.3.3  Scratch的安裝···········································7
1.3.4  Scratch的啟動···········································8
1.4? Scratch的編程界面··································· 9
1.4.1  積木區·····························10
1.4.2  代碼區·····························11
1.4.3  角色區·····························13
1.4.4  舞臺區·····························13
1.4.5  背景區·····························13
1.4.6  標簽欄·····························14
1.4.7  菜單欄·····························15
1.4.8  按鈕·································17
1.5? 動手做一做··············································17
第2章  角色·······························20
2.1? 什麽是角色·············································20
2.2? 角色列表·························21
2.3? 添加、刪除和復制角色·························22
2.3.1  添加角色··························22
2.3.2  刪除角色··························23
2.3.3  復制角色··························23
2.4? 狀態信息························23
2.5? 造型······························· 24
2.6? 配音································27
第3章  讓角色“活”起來································29
3.1? 移動································29
3.1.1  舞臺的直角坐標系···································29
3.1.2  用於移動角色的積木·······························31
3.1.3  動手做一做··············································33
3.1.4  位置監視器··············································35
3.2? 旋轉······························· 35
3.2.1  角色的方向··············································35
3.2.2  用於旋轉角色的積木·······························36
3.2.3  方向監視器··············································37
3.2.4  動手做一做··············································38
3.3? 碰到邊緣就反彈·····································38
3.4? 變換造型························39
3.4.1  動畫片的原理··········································39
3.4.2  動手做一做··············································40
3.5? 綜合實例:海底世界······························41
3.5.1  任務描述··························41
3.5.2  構思和設計··············································41
3.5.3  編程實現··························42
第4章  外觀:看我變變變································45
4.1? “說”和“思考”··································45
4.1.1  “說”和“思考”積木···························45
4.1.2  動手做一做··············································46
4.2? 改變大小·························47
4.2.1  改變大小的積木······································47
4.2.2  動手做一做··············································48
4.3? 改變背景························50
4.3.1  改變背景的積木······································50
4.3.2  動手做一做··············································50
4.4? 改變外觀特效·········································51
4.5? 角色的顯示和隱藏·································52
4.6? 改變造型························53
4.6.1  切換造型··························53
4.6.2  編輯造型··························54
4.7? 改變圖層························54
4.7.1  圖層的概念··············································54
4.7.2  改變圖層的積木······································55
4.8? 綜合實例:看我變變變·························56
4.8.1  任務描述··························56
4.8.2  構思和設計··············································56
4.8.3  編程實現··························57
第5章  讓程序變得更“聰明”·························59
5.1? 流程圖····························59
5.2? 條件執行積木········································60
5.3? 循環控制積木·········································61
5.4? 克隆積木························62
5.5? 其他控制積木········································63
5.6? 綜合實例:大魚吃小魚·························64
5.6.1  任務描述··························64
5.6.2  構思和設計··············································64
5.6.3  編程實現··························64
第6章  用事件驅動程序執行·····························68
6.1? 事件類積木·············································68
6.2? 動手做一做·············································71
第7章  添加美妙的聲音····································73
7.1? 聲音類積木··············································73
7.2? 添加配音·························73
7.3? 播放聲音·························74
第8章  積木中的“偵察兵”·····························75
8.1? 判斷是否碰到或者是否按下····················75
8.1.1  積木介紹··························75
8.1.2  布爾運算(邏輯運算)···························76
8.1.3  動手做一做··············································77
8.2? 獲取距離以及角色的屬性·······················78
8.2.1  積木介紹··························78
8.2.2  動手做一做··············································79
8.3? 獲取用戶的輸入······································81
第9章  運算類積木····················82
9.1? 運算類積木介紹·····································82
9.2? 動手做一做············································82
第10章  變量和列表·········································86
10.1? 變量和列表介紹····································86
10.2? 變量積木···············································87
10.3? 列表積木···············································87
10.4? 動手做一做···········································88
10.5? 綜合實例:學生身高表的管理·····································89
10.5.1  任務描述························89
10.5.2  構思與設計············································89
10.5.3  編程實現···············································90
第11章  畫筆積木·····················94
11.1? 畫筆積木介紹········································94
11.2? 動手做一做···········································95
第12章  自製積木···················100
12.1? 自製積木介紹·······································100
12.2? 動手做一做··········································102
第二部分  計算思維及項目實例
第13章  計算思維···················110
13.1? 分解·······························110
13.2? 模式識別··············································111
13.3? 抽象化··························112
13.4? 算法開發··············································115
13.5? 計算思維的另一種表述························117
第14章 “打地鼠”游戲···································118
14.1? 任務描述···············································118
14.2? 問題分解··············································119
14.3? 角色設計及列表設置···························120
14.3.1  角色設計與製作··································120
14.3.2  列表和變量··········································121
14.4? 算法設計·············································123
14.5? 編程實現·············································128
第15章  四則運算測驗····································131
15.1? 任務描述···············································131
15.2? 問題分解·············································132
15.3? 角色設計及變量設置···························132
15.3.1  角色設計與製作··································132
15.3.2  變量設置··············································135
15.4? 算法設計·············································135
15.5? 編程實現·············································139
第16章  畫彩虹系列·······································144
16.1? 畫彩虹和彩虹橋·································144
16.1.1  任務描述··············································144
16.1.2  問題分解··············································144
16.1.3  編程實現··············································145
16.2? 畫彩虹圓和彩虹喇叭···························147
16.2.1  任務描述··············································147
16.2.2  問題分解··············································147
16.2.3  編程實現··············································148
第17章  冒泡排序法·······································151
17.1? 冒泡排序法簡介····································151
17.2? 問題分解··············································153
17.3? 算法設計··············································154
17.4? 編程實現··············································155
附錄A  常用的電腦操作和名詞···················156
A.1? 鼠標操作(以右手操作為例)······································156
A.2? 名詞解釋··············································157
A.3? 文件管理和操作···································159
A.3.1  文件資源管理器簡介·····························159
A.3.2  文件資源管理器的使用方法·········································161
附錄B Scratch的所有積木····························163
B.1? 運動類···························164
B.2? 外觀類··························166
B.3? 聲音類··························169
B.4? 事件類··························170
B.5? 控制類···························171
B.6? 偵測類··························173
B.7? 運算類···························175
B.8? 變量類··························176
B.9? 自製積木·······················178
B.10? 畫筆積木(擴展類)···························178
參考文獻···································180




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