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Control de videojuegos con Micro:bit y Scratch

45-60 min

Ages 8-13

¿Que aprenderás?

Aprenderás programación básica con Micro:bit creando un control que se conecta a scratch y a tus videojuegos; Después conocerás un concepto básico para crear con cartón un Makey Robot que funcionará como tu control personalizable.

Construye tu Makey Robot

La primera parte de nuestro proyecto es crear la base de nuestro control, para esto tenemos dos opciones que dependen de tus materiales.

Paso 1

Puedes imprimir el diseño 3D de makey robot, que se encuentra en los materiales, pero en caso de que no cuentas con una impresora 3d puedes construir tu propio Makey Robot en carton, siguiendo los siguientes pasos.

Paso 2

Dibuja dos siluetas de Makey en el cartón, utiliza las plantilla que se encuentra en los materiales, después corta la silueta. También corta una tira de dos cm de grosor.

Paso 3

Toma la pistola de silicon y coloca pegamento en el contorno de una de las caras de Makey luego comienza a colocar esta tira en el extremo hasta terminar de cubrir todo el contorno. Por último coloca la otra cara de Makey.

Paso 4

Ahora toma tus marcadores y lápiz y marca las características líneas de Makey, al igual que los detalles que desees es momento de ser creativos.

Paso 5

En la parte de enmedio de nuestro control, coloca la microbit y marcala para después cortarla con ayuda del cuter. Coloca dentro la fuente de alimentación y conecta tu Micro:bit para después colocarla en el centro con ayuda de cinta doble cara.

Paso 6

¡Está listo! ahora toma tu computadora y empieza a programar.

Abra Scratch

Paso 7

Inicia sesión en Scratch o crea una cuenta.

Paso 8

 Entra al primer link en la lista de materiales, sigue los pasos dentro de la pagina para descargar e instalar Scratch Link. 

Paso 9

 Entra al primer link en la lista de materiales, sigue los pasos dentro de la pagina para descargar e instalar Scratch Link. 

Iniciar el código

Hay tres secciones la de la derecha vemos nuestro juego y los assets, en la sección de enmedio es la zona de trabajo junto con nuestro código y en la última parte tenemos el menú de los bloque que podemos usar.

Paso 10

Haz clic en el botón a la izquierda en la parte inferior, después selecciona la extensión de Micro:Bit, y conecta tu placa. Ahora veremos una sección con los bloques de Micro:Bit.

Paso 11

Selecciona el bloque número 8 que dice “Inclinado hacia” y colocalo en el lugar de 

“Tecla Flecha derecha Presionada”.  Ahora cambia “Cualquier dirección” por “Derecha”.

Ahora repite esto con la izquierda, Selecciona del menú de micro:bit el bloque “Inclinado hacia” y ponlo en el lugar de “Tecla Flecha Izquierda Presionada”.  Selecciona “Izquierda”.

Paso 12

Ve al menu, a “Operadores” de color verde, seleciona el bloque numero nueve “__ y __”  y ponlo en el lugar del bloque “tecla flecha arriba presionada”.

Regresa al menú en la parte de micro:bit y coloca el bloque número 2 en el primer espacio del bloque anterior y repítelo con el otro espacio cambiando “A” por “B”.

Paso 13

El bloque de código del paso anterior lo duplicamos y lo ponemos en el bloque que dice “tecla flecha arriba presionada”

¡Listo ya terminaste el juego. ¡Aprieta la bandera verde y comienza el juego!

El recursos

Media

¿Qué sigue?

Agregar animaciones o dibujos

Puedes experimentar agregando animaciones o dibujos en la pantalla de la micro bit, cada vez que suceda algo dentro de tu videojuego por ejemplo cuando suben tus puntos o pierdes una vida, puedes aprender más de esto en el video de abajo.

Continuar avanzando

Puedes llevar esto más allá creando tu propio videojuego en Scratch, para esto te recomendamos la serie Rocket Maker, donde mostramos paso a paso como crear uno: https://youtube.com/playlist?list=PLQ7VIOD6VJAmwZ_OmIBcst9XTeDDpvlEy 

Al igual si quieres crear un juego con un estilo distintos, ve la serie Explore Mars, para conocer más del espacio y crear un videojuego con el Rover: https://youtube.com/playlist?list=PLQ7VIOD6VJAnmbQ4ADnkN4pa1hymB0Eej

About MoonMakers

MoonMakers — lideradas por Camila and Diego Luna — somos una comunidad de creadores apasionados por el conocimiento. Un Makerspace, un espacio abierto con diferentes máquinas de fabricación digital. Y un canal de YouTube donde promovemos la ciencia, la tecnología y el movimiento maker.

MoonMakers ha colaborado con empresas como: Sesame Street, Make Community y en México con Televisión Educativa y Fundación Televisa, creando contenido educativo.

Hemos imparto talleres por la República Mexicana con: Talent Land, Secretaría de educación en Jalisco, Conacyt, Centro Cultural España.

MoonMakers

MakeyRobot PDF

See More Projects in these topics:

Arts & Crafts Electronics Engineering Games Microcontrollers Programming

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Art/Craft Studio Carnival/Theme Park The Canteen (Mess Hall and Recycling Station) The Shop (Makerspace)
MoonMakers
Somos una comunidad de creadores apasionados por el conocimiento. Un Makerspace, un espacio abierto con diferentes máquinas de fabricación digital. Y un canal de YouTube donde promovemos la ciencia, la tecnología y el movimiento maker.
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Maker Camp Project Standards

Based on NGSS (Next Generation Science Standards)

National Core Arts Standards

The National Core Arts Standards are a process that guides educators in providing a unified quality arts education for students in Pre-K through high school. These standards provide goals for Dance, Media Arts, Music, Theatre, and Visual Arts with cross-cutting anchors in Creating, Performing, Responding, and Connecting through art. The Anchor Standards include:
  1. Generate and conceptualize artistic ideas and work.
  2. Organize and develop artistic ideas and work.
  3. Refine and complete artistic work.
  4. Select, analyze, and interpret artistic work for presentation.
  5. Develop and refine artistic techniques and work for presentation.
  6. Convey meaning through the presentation of artistic work.
  7. Perceive and analyze artistic work.
  8. Interpret intent and meaning in artistic work.
  9. Apply criteria to evaluate artistic work.
  10. Synthesize and relate knowledge and personal experiences to make art.
  11. Relate artistic ideas and works with societal, cultural, and historical context to deepen understanding.
Please visit the website for specific details on how each anchor applies to each discipline.

NGSS (Next Generation Science Standards)

The Next Generation Science Standards (NGSS) are K–12 science content standards. Learn more.

Forces and Motion

  • 3-PS2-3. Ask questions to determine cause and effect relationships of electric or magnetic interactions between two objects not in contact with each other.
  • HS-PS4-5. Communicate technical information about how some technological devices use the principles of wave behavior and wave interactions with matter to transmit and capture information and energy.

CCSS (Common Core State Standards)

The Common Core is a set of high-quality academic standards in mathematics and English language arts/literacy (ELA).

Measurement & Data

  • Grades K-2
    • CCSS.MATH.CONTENT.K.MD.A.1 Describe measurable attributes of objects, such as length or weight. Describe several measurable attributes of a single object.
    • CCSS.MATH.CONTENT.1.MD.A.1 Order three objects by length; compare the lengths of two objects indirectly by using a third object.
    • CCSS.MATH.CONTENT.1.MD.A.2 Express the length of an object as a whole number of length units, by laying multiple copies of a shorter object (the length unit) end to end; understand that the length measurement of an object is the number of same-size length units that span it with no gaps or overlaps.
    • CCSS.MATH.CONTENT.2.MD.A.1 Measure the length of an object by selecting and using appropriate tools such as rulers, yardsticks, meter sticks, and measuring tapes.
    • CCSS.MATH.CONTENT.2.MD.A.2 Measure the length of an object twice, using length units of different lengths for the two measurements; describe how the two measurements relate to the size of the unit chosen.
    • CCSS.MATH.CONTENT.2.MD.A.3 Estimate lengths using units of inches, feet, centimeters, and meters.
    • CCSS.MATH.CONTENT.2.MD.A.4 Measure to determine how much longer one object is than another, expressing the length difference in terms of a standard length unit.
  • Grades 3-5
    • CCSS.MATH.CONTENT.3.MD.B.3 Draw a scaled picture graph and a scaled bar graph to represent a data set with several categories. Solve one- and two-step "how many more" and "how many less" problems using information presented in scaled bar graphs.
    • CCSS.MATH.CONTENT.4.MD.A.1 Know relative sizes of measurement units within one system of units including km, m, cm; kg, g; lb, oz.; l, ml; hr, min, sec. Within a single system of measurement, express measurements in a larger unit in terms of a smaller unit.
    • CCSS.MATH.CONTENT.4.MD.C.5 Recognize angles as geometric shapes that are formed wherever two rays share a common endpoint, and understand concepts of angle measurement.
    • CCSS.MATH.CONTENT.5.MD.A.1 Convert among different-sized standard measurement units within a given measurement system (e.g., convert 5 cm to 0.05 m), and use these conversions in solving multi-step, real world problems.
    • CCSS.MATH.CONTENT.5.MD.C.3 Recognize volume as an attribute of solid figures and understand concepts of volume measurement.

Ratios & Proportional Relationships

  • Middle School
    • CCSS.MATH.CONTENT.6.RP.A.1 Understand the concept of a ratio and use ratio language to describe a ratio relationship between two quantities.
    • CCSS.MATH.CONTENT.6.RP.A.3 Use ratio and rate reasoning to solve real-world and mathematical problems, e.g., by reasoning about tables of equivalent ratios, tape diagrams, double number line diagrams, or equations.
    • CCSS.MATH.CONTENT.7.RP.A.1 Compute unit rates associated with ratios of fractions, including ratios of lengths, areas and other quantities measured in like or different units.
    • CCSS.MATH.CONTENT.7.RP.A.2 Recognize and represent proportional relationships between quantities.

K–12 Computer Science Framework

The K–12 Computer Science Framework is designed to guide computer science from a subject for the fortunate few to an opportunity for all. The guiding practices include:
  1. Fostering an Inclusive Computing Culture
  2. Collaborating Around Computing
  3. Recognizing and Defining Computational Problems
  4. Developing and Using Abstractions
  5. Creating Computational Artifacts
  6. Testing and Refining Computational Artifacts
  7. Communicating About Computing
You can download the complete framework here. You may also want to consider the International Society for Technology in Education Standards. The ISTE Standards provide the competencies for learning, teaching and leading in the digital age, providing a comprehensive roadmap for the effective use of technology in schools worldwide.

K–12 Computer Science Framework

The K–12 Computer Science Framework is designed to guide computer science from a subject for the fortunate few to an opportunity for all. The guiding practices include:
  1. Fostering an Inclusive Computing Culture
  2. Collaborating Around Computing
  3. Recognizing and Defining Computational Problems
  4. Developing and Using Abstractions
  5. Creating Computational Artifacts
  6. Testing and Refining Computational Artifacts
  7. Communicating About Computing
You can download the complete framework here. You may also want to consider the International Society for Technology in Education Standards. The ISTE Standards provide the competencies for learning, teaching and leading in the digital age, providing a comprehensive roadmap for the effective use of technology in schools worldwide.

NGSS MS.Engineering Design

The Next Generation Science Standards (NGSS) are K–12 science content standards.
  • MS-ETS1-1. Define the criteria and constraints of a design problem with sufficient precision to ensure a successful solution, taking into account relevant scientific principles and potential impacts on people and the natural environment that may limit possible solutions.
  • MS-ETS1-2. Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.
  • MS-ETS1-3. Analyze data from tests to determine similarities and differences among several design solutions to identify the best characteristics of each that can be combined into a new solution to better meet the criteria for success.
  • MS-ETS1-4. Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved.
For additional information on using content standards with our projects please visit the Maker Camp Playbook.

NGSS 3-5.Engineering Design

The Next Generation Science Standards (NGSS) are K–12 science content standards.
  • 3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
  • 3-5-ETS1-2. Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
  • 3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
For additional information on using content standards with our projects please visit the Maker Camp Playbook.
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