Skip to main content

A Digital Footprint Test with Scratch

       In the lesson, we will do the digital footprint test of our students with scratch. For this, we add a sprite to our screen that will give instructions to the test, and 2 buttons for yes and no answers. Since the answers to the questions we ask will be yes and no, we create variables that will keep the number of yes and no. At the end of the test, we multiply the sum of the yes numbers by 2 and the sum of the no numbers by 1. We assign the result to the yes score and no score variable. We add the values ​​in these variables and assign them to the total score variable. The numerical values ​​of the result have a corresponding value. I will give them at the end of the article. Let's move on to the coding part;

      We write the following codes inside our human sprite.



          When the green flag is clicked, we set the variables that hold the total result to 0. The purpose of zero is that when we restart the test, the scores of the tester will be reset, so that the scores of the previous test are not mixed. Then, test and instructions appear on the screen for 5 seconds from the looks menu, and then the texts disappear. After the instructions, we release the questions start news. 2 seconds after this news, yes and no buttons appear. If we didn't do this, the yes and no buttons would appear before the questions and we would make the user click the buttons. To prevent this, we make the buttons visible after such a news release command. Our questions are starting to appear on the screen in order. Each of our questions stays on the screen for 5 seconds with the code we get from the looks menu. Then we release the news that the question is over. This means that the yes and no buttons are hidden as the news is released. It appears after 2 seconds. The reason why the buttons appear after 2 seconds is because we wait 2 seconds between each question. I hide the buttons and show them after 2 seconds for the following reason; After the user clicks the yes or no button, which is the answer to the question, I hide the buttons until the next question comes and then show them. 

      After all the questions are finished, we wait for 3 seconds, multiply the yes numbers by 2 and assign the result to the yes score total variable that we created from the variables menu. We multiply the numbers of no by 1 and assign them to the total variable of no points. To do this, we take the command to make the variable zero from the variables menu, take the product code from the operators menu, write 2 on one side and throw the variable that holds the yes numbers on the other side. (When we click on the yes or no buttons, we increase the yes and no variables by one, I will explain this in the buttons section) Then again, we take the variable to make the total score zero from the variables menu and add the sum from the operators menu and assign the variable yes points total to one side and no points to the other side. Thus, we find the total values ​​of the yes and no variables. Now, to compare these total numerical values ​​we found;

For this, we take the code if it is from the control menu, take the code that is less than the operators menu, and write the total score on one side and 9 on the other. Thus, if our total score is less than 9, we give the message with the code we get from the view menu and the text we will write in it.

    Our other possibility is if the total score is greater than 9 and less than 15, that is, if the total score is between 10-14; for this, we take the code, if any, from the control menu and take the command and this time from the operators menu. And on one side of the command we get from the operator menu again, we take the code 9 on one side and the total score on the other side, and the code on the other side of the command is less than we write 15 on one side and write the total score on the other side. If the total score meets these conditions, we broadcast our message on the screen with the code we get from the view menu. If our last probability is greater than 15 and less than 19, the same codes we made with the above condition and the "and" command, only the numbers are 15 instead of 9, we write 19 instead of the number 15 on the right, and if we have a total score that meets this condition, we print our message on the screen.

 

Now let's look at the codes to be written inside the buttons;


1- When the green flag is clicked, I hide the buttons with the hide command. The reason is that the user does not click on the yes or no buttons until the questions come.

2- When the green flag is clicked, the instructions about the test will come first. After these instructions are finished, we make the start questions news visible by oscillating the button to appear.

3- When the question has been asked and disappears from the screen, the Question Done news is released and when this news comes, the screen disappears with the hide button and 2 seconds later, it is displayed with the show command. Thus, until the next question comes, the buttons disappear from the screen, preventing the user from pressing the button again.

4-The yes button you see on the screen right now; When this dummy is clicked (when this button is clicked), we increase the Yes number variable that we created at the beginning of the program by one, and we release a message to hide the No button. The purpose of doing this is that when the user clicks the yes button, he does not click the no button, and the other button is hidden.

5- When the no button is clicked, the yes button hide news is released. When this news comes, the yes button is hidden.

6- When the last question screen disappears, all buttons are hidden. Thus, we prevent the user from pressing the yes or no button when the questions are finished.

 

The same codes in the Yes button are also in the No button



To download the source code of the program CLICK HERE

To see the running version of the program CLICK HERE

POINT COMMENTS

if 9;

Even though your footprints are not very dense in the digital environment, they do exist. Review your answers. Some of the things you share on the Internet also pose risks to your security. Even though the scarcity of traces carries little risk, you should still be very careful when sharing your private information.

If it is between 10-14;

Your digital footprint is pretty intense. You should review your posts now and for the next

You should be much more sensitive about protecting yourself online. Look again at your answers. What do you think are the behaviors that increase the digital footprint on the Internet? What do you think you should do?

If it is between 15-18;

The digital environment, the Internet, is full of your footprints! What do you share on the Internet? Now think about the answer to this question and evaluate your situation. It's not too late yet, but you have to make some decisions for the future and implement them. From now on, you should act safely from the moment you enter the Internet, and stay away from behaviors that will harm your own dignity. Remember, your digital footprints are not deleted. Make a list for yourself and write down the 'rules you shouldn't do while online' on that list. Hang this list where you can see it while you're at your computer and take control of your digital footprint.

Similar Topics

For All Scratch Examples CLICK HERE

For Mblock With Arduino Examples CLICK HERE


Comments

Popular posts from this blog

How to Make Countdown a Maze Game on Scratch

  We will make a countdown maze game example with Scratch. For the countdown maze game example we will make with Scratch, we upload the maze picture we downloaded to our computer from the scene section to the scratch program. Then we select the object that we will move in the maze section from the choose a sprite section and add it to our scene. We bring the object to be moved to the red point, which is the starting point. First of all, we create a variable named Duration to calculate the elapsed time in the maze from the "Variables" menu When you click the green flag, set the duration variable to 40. Our goal is to get the ball to the finish line in 40 seconds. If our ball object to move, we give the x and y coordinates to go to the red starting point. Our object will not move only once. First of all, we add the "Forever" code from the "Control" menu so that it moves every time we press the arrow key. Now it's time to check which direction key is pres...

Blinking LED with Mblock and Arduino

  We will blink the led with the mblock program. The list of materials that will be used in our led circuit before moving on to the codes of the application we will make with the Mblock program: 1-Arduino Uno 2-BreadBoard 3-LED 4-220Ω Resistor 5-Jumper Cables We need supplies. We add a 220 ohm resistor to the long leg of the Led that we added to our breadboard. We connect one leg of the resistor with a jumper cable to the digital pin 8 of our ardunio uno material (You can connect your jumper cable to any digital pin you want between 2-13). The circuit diagram is below. Now let's come to our codes in mBlock; In the Mblock program, we add the Arduino program starter code from the Robots menu. After adding the forever from the control menu, we add the code to whichever digital pin we connected our led to the inside of the "Robots menu ... we add the code to make the pin low. We write 8 because I connect it to digital pin 8. We do not light our led with the code of s...